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A fast, self-contained, highly customizable Aseprite-to-Unity importer.

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I've loved this Aseprite importer and it solve most of my problem with the adition of a few I didn't have. Unfortunatelly, my project has a very fine pixel tuned...

So I can't figure out how to use @boxCollider from the wiki... Can anyone give me a more in-depth walk through or better yet a working example file I could...

Maybe use some rule like `asmdef` file (all files in a folder follows one setting) or sprite atlas (both folder and single .ase can be selected in a list) but...

Shelve packing algorithm is vastly inefficient in texture space. It's straightfowardly better to use a greedy large-to-small packing algorithm. We shall compare the difference before/after the algorithm change.

Later version of unity now provide a method of associating secondary textures with a sprite atlas. This can be used for normal maps, emissive maps, or even arbitrarily named texture...

在aseprite中画的碰撞盒位置: ![QQ图片20200514105733](https://user-images.githubusercontent.com/37565030/81887672-41eddd80-95d2-11ea-8924-0097232d6811.png) 未使用@pivot时unity生成的碰撞盒位置: ![QQ图片20200514105758](https://user-images.githubusercontent.com/37565030/81887729-5df17f00-95d2-11ea-91e0-cb1d0e3cf73a.png) 使用@pivot时unity生成的碰撞盒位置: ![QQ截图20200514105937](https://user-images.githubusercontent.com/37565030/81887739-66e25080-95d2-11ea-9d00-c4f5a6ff45ad.png) 导入设置: ![QQ截图20200514110028](https://user-images.githubusercontent.com/37565030/81887756-7366a900-95d2-11ea-930c-309913ac3003.png) 看了源码,初步认为是MetaLayerBoxCollider代码中 var pivot = Vector2.Scale(ctx.settings.PivotRelativePos, new Vector2(ctx.file.width, ctx.file.height)); 的PivotRelativePos值是customPivot的值,而不是MetaLayerPivot最后生成的Pivot的值。但我对程序基本一窍不通,不知道分析的是否正确。

I found that the animation clip will copy the asesprite first frame as its last frame. but when I have a transform meta layer, the last frame missing transform meta...

bug