Choose 2D Animation 3.0.5 from the list and click on Install at the bottom right of the Package Manager window.
What’s Changed
This update ensures that Sprite and Group show the same order in Sprite Visibility Window as they are shown in the PSD art source file.
The Animation package will now benefit from a performance boost by optionally installing Burst package
Important Considerations
Currently the Burst package is not a dependency of this package and is therefore not installed by default. This is because the performance code in our package is new and we want to make sure it is stable before we install Burst by default.
The current performance code optimises for Sprite deformation. This means you will see performance gains for complex Sprite meshes with high vertex counts. For future releases, we are working on optimising for high bone counts as well.
New Samples
This update also includes new samples that show how the Sprite Swap feature can be used to address the following outcomes:
Animation Clip Reuse
Demonstrates how to reuse an Animation Clip by using Sprite Swap for flip-book Sprite animation
Character Part Swap
Demonstrates how to swap character parts using Sprite Swap at runtime.
Full Skin Swap
Demonstrates how to do a full skin swap (all character parts) using Sprite Swap at runtime.
Sprite Swap with Downloadable Content
Demonstrates how to implement swaps that use downloadable content using Sprite Swap.
This is useful for games that implement seasonal content.
2D PSD Importer 2.0.5 is required to use the samples. Install that from the Package Manager as well:
Hi @rustum , thanks for the mini-tutorial on how to install the 2D animation package.
I have a question: How do I open the new Sprite Swap samples projects?
I can´t find it
Help me, please!
Thanks in advance
María
Just select the 2D Animation package in the package manager, and you can find the “2D Animation Samples” at the bottom of the description (if you have the right versions of 2D Animation and PSD Importer, as described in the first post of this thread).
The 2D Animation package is moving from preview to verified in 2019.3, so it’s probably a good idea to migrate at some point once 2019.3 is released (unless you’re very close to releasing your game).
They have backported changes to version 2.X for a while (the version that’s used for 2019.2), but at some point they will stop.
Hi, is it possible to use this package with Meshes instead of sprites? I don’t use sprites because my games use vector art and don’t have textures, so I’m wondering if a possible solution for me would be:
Use 2d animation + Mesh somehow
Use 2d animation + start using the Vector Graphics package, which seems to introduce a Vector Sprite concept
I wonder if it’s possible to bake down animations made with IK into skeletal animations? Moving the IK targets does not register keys for the body parts themselves, which I guess makes sense. Right now converting IK to skeletal animations is really time-consuming.
Is it possible to get support for deformation of sprite masks as well. Short and simple.
You can run script to change the mask if you have “frame by frame” sprite animation but deformation is ignored by the mask component. Sadness.
Thank you very much Corvwyn! After giving a quick read to the docs… this still seems like a bit of an overly complicated solution to sprite swapping… wouldnt it be possible to simply split the rigging/3d part of the system and the sprite into two different things, as they already are for the actual 3D assets? Seems like its still easier to just make a character which is just made out of white squares so you can rig the resulting 3d model, then use a custom shader to allow swapping the texture that is rendered instead of the “white square”… no need for libraries or anything, you actually manage your assets however way you want… where the problem then becomes UV mapping which is a bit annoying to deal with…
I can already guess that these libraries can become a memory problem in larger projects, as they directly reference the sprites so if you have tons of customization you might have to do some tricky loading and unloading of libraries (instead of just loading by address the very specific sprites you are looking for), also doesnt look like it would work well with addressables (probably would need to make the whole library into the addressable)… I mean, it sure is cool that you can just import a PSB and make the bones right there, then right after make the animation… but, if this means I have to copy paste bones to every single sprite I might want to use for that character… and make libraries and what not just to be able to render a different image in the 3d model… seems like a lot of work…
I followed every step in this link (Introduction to 2D Animation | 2D Animation | 3.0.8)
However after i rig sprite from sprite editor, click apply and drag sprite in scene, I can’t see sprite bones. I see only sprite as it was never rigged.
In on of 2D Animation Samples scenes, i tried same thing, however as you can see in picture below, sprite (2) has no bones, even though i dragged sprite that actually already was rigged.
@rustum Is there an options to get deformed vertices of the rigged sprite? I want to create 2d colider for derormed sprite but i can get the vertices. Please expose the vertices