Right now it's not a problem because I can pack it and then delete one line from the tpsheet file and it works. The thing is - there are more types of atlases that would be helpful to have.įor example, I use second atlas to pack the emission map sprites. It's awesome that there is an option to pack a second set of sprites with the same layout but this option needs to be updated - currently it only supports one extra atlas variant and it's arbitrarily treated as a normal map. png files twice because we now know the png to sheet assignment upfront. It also speeds up the next import because we don't have to process the. This is why we need the database to retain that knowledge. Unity might kill the importer during the import process if memory is low or for whatever other reason. png file with the content of the sheet (which requires importing the png twice). png is associated with it and then re-import the. If the name is not the same we have to read the. As long as both have the same name everything is fine. The issue is the following: We have to know the content of the. You can use the attached importer DLL - it comes with a more explicit error message - and avoids writing the file if nothing is really changed. tpsheet files do not have the same file name and path. The disadvantage is that (re-)imports might be slower if your sprite sheets (.png) and the. I though the issue was solved with this.Īnother solution is not to check-in that file and ignore it in your source code management system so that it is writable. I see, well that is something thank you for the quick answers.I've suggested to make it writable and never heard back from you. However, the system itself didn't expose the required functionality in unity 4.3, and I haven't had the time to see if thats changed in 4.5. I did have plans to integrate tighter with the unity 2d system. Are there any future plans to incorporate Unity's 2D sprite framework into the 2D toolkit pipeline? If so, will current tk sprite collections continue to work if the framework is changed? I ask this because, ultimately, I don't want to have to go through what I'm doing now (rework my assets to fit a backend/middleware solution rather than the other way around). Thank you very much, this will definitely help things along here on my end. However you can write a little bit of code to save a texture packer imported spritesheet as a tk2dSpriteCollection that you can then use in the animation system. No it isn't possible to use Unity spritesheets, and TexturePacker import is only supported at runtime. Hopefully, I could get an answer to one or both of these questions before I start going through the process of rebuilding my spritesheets with the 2DTK utility from scratch (I'd have over 1000+ sprites to label and align). * Is there currently any type of a conversion utility/tool/etc to convert from the aforementioned systems to 2DToolkit? * Is there a way to use pre-existing Unity 2D 4.3+ spritesheets (sliced and labeled) and/or Code&Web's TexturePacker Unity 4.3 compatible spritesheets with 2DToolkit's "spriteanimation" system? I just purchased 2Dtoolkit today (as of this post's timestamp) based on the reported compatibility with 4.3's sprite system, and I never saw mention of Unity 4.3 sprite sheets not being supported until the single forum posting I found. I've tried several searches of the forums here to find an answer to my issue, and I can only find one terse response from Unikron Software from sometime in March of this year(SEE HERE). Unity 4.3 2D Sprite Sheet/TexturePacker atlases to 2DToolkit SprteCollection?
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