Comments (1)
Now with more experience in how the Importer is used, this feature does not seem important enough and we might as well leave it at the standard Unity values to not make it look overly complex or wrong to the people having a look at the timeline in Unity.
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Related Issues (20)
- 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
- Request - Unity Plugin Shader - Add Emissive Property/Slider with HDR controls
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