Comments (2)
You are right that the source files and the global settings are "the truth" of the assets. I agree with your argument.
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from animationimporter.
Related Issues (20)
- Pivot point settings only applied to new animation files (UI/UX confusion?) HOT 1
- NullReferenceException when selecting Aseprite application path HOT 2
- No Error is reported to the user when path to Application is invalid HOT 1
- Exception is thrown when opening the editor window in Unity 2018.3 HOT 8
- Unity Package for Custom Package Import
- Support Pixel-based pivot points
- Colors for indexed Aseprite images are wrong unless the first color is transparent
- AnimationImporter won't accept the application path on macOS HOT 1
- issue when importing pyxelEdit animations HOT 1
- Set root name of generated assets / generate a new set of assets for each layer HOT 3
- error import animations HOT 2
- Please rename the repository HOT 1
- AnimationImporter.cs is giving me an error HOT 2
- Project maintained? HOT 1
- New Animations not being updated as new states to an existing AnimatorController HOT 3
- Error on opening Animation Importer in a new project: `Invalid AssetDatabase path`
- more options for sprite sheet settings?
- Tag names are not updated
- Importer no longer creates animations or adjusts the image meta to be multisprite/unfiltered HOT 2
- Reimporting animations sets references to sprites to 0, breaks reference when moving computers HOT 13
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