I have found what caused some of these to become deformed when spriteswap, like the example in the photo. For some reason, sprite skin changes the order of the list which causes the sprites to dislodge.It just happens with one sprite, the sprites and bones orders seems correct… Is it a bug? or a malpractice of mine? is there any way to fix it?
EDIT: This is a bug in Gimp 2.10.20. You need to restart Gimp and then immediately export the file to PSD. Can I just say again that’s it’s kinda insane to require “PSB” as the format for this?
Trying to import a PSD has now started to crash my unity. Any ideas?
Stacktrace:
Asset import failed, "Assets/Art/Bosses/SecuritySystem/Tentacle.psb" > RleException: RLE packet overruns the decode window.
PhotoshopFile.RleReader.Read (System.Byte[] buffer, System.Int32 offset, System.Int32 count) (at Library/PackageCache/com.unity.2d.psdimporter@2.1.4/Editor/PSDPlugin/PsdFile/RleReader.cs:74)
PhotoshopFile.Compression.RleImage.Read (System.Byte[] buffer) (at Library/PackageCache/com.unity.2d.psdimporter@2.1.4/Editor/PSDPlugin/PsdFile/Compression/RleImage.cs:47)
PhotoshopFile.Channel.DecodeImageData () (at Library/PackageCache/com.unity.2d.psdimporter@2.1.4/Editor/PSDPlugin/PsdFile/Layers/Channel.cs:227)
PhotoshopFile.PsdFile.DecompressImages () (at Library/PackageCache/com.unity.2d.psdimporter@2.1.4/Editor/PSDPlugin/PsdFile/PsdFile.cs:499)
PhotoshopFile.PsdFile.Load (System.IO.Stream stream, PhotoshopFile.LoadContext loadContext, PhotoshopFile.ELoadFlag loadFlag) (at Library/PackageCache/com.unity.2d.psdimporter@2.1.4/Editor/PSDPlugin/PsdFile/PsdFile.cs:110)
PhotoshopFile.PsdFile..ctor (System.IO.Stream stream, PhotoshopFile.LoadContext loadContext, PhotoshopFile.ELoadFlag loadFlag) (at Library/PackageCache/com.unity.2d.psdimporter@2.1.4/Editor/PSDPlugin/PsdFile/PsdFile.cs:84)
PaintDotNet.Data.PhotoshopFileType.PsdLoad.Load (System.IO.Stream input) (at Library/PackageCache/com.unity.2d.psdimporter@2.1.4/Editor/PSDPlugin/PhotoShopFileType/PsdLoad.cs:40)
UnityEditor.U2D.PSD.PSDImporter.OnImportAsset (UnityEditor.Experimental.AssetImporters.AssetImportContext ctx) (at Library/PackageCache/com.unity.2d.psdimporter@2.1.4/Editor/PSDImporter.cs:215)
6323040–701076–Tentacle.psd (14.4 KB)
how to make detachable bone or limb please ?
Would it be possible to make the Sprite Resolver also work for UI images? I find it useful but currently it only seems to work for regular SpriteRenderers.
I’d much rather have a native implementation into the 2d animation package than compensation haha
I’m sure the lovely unity coders can implement much better deformation tools than me. I was looking at the workflow in tools like spine, AfterEffects, Live2D and such and man… That would be a ton of work to replicate. But if unity had those capabilities, it’d be a total gamechanger for all kinds of 2d stuff! Unity devs pls ![]()
LOL keep praying, them just integrating your stuff shows how much of a priority it is for them. I had offered my work with Sprites and Bones to aid them years ago, but it went no where. At this point and with Unity’s track record on native support of anything, it is better to use a 3rd party tool or roll your own to make sure you can just have things work as intended. Who knows, maybe this will be the kick in the pants they need to actually get it done but we will see.
Hey there, Im having an issue while sharing a package of animated prefabs. Those have an animation made over a single rigged image, but in the destination project says “Sprite has no bind poses”, does anyone know how to fix this?
It says in this post https://forum.unity.com/threads/sprite-has-no-bind-poses.727472/ that changing versions of the Asset Pipeline to Version 1 could fix the problem but in 2020.1.6f1 version doesn’t let you do that, any clue?
Thank You

Hi everyone,
I have a question.
Let say, I finished a complete set of assets(illustrated parts of my character) to animate my character. And then I finished a full set of animations for it. But after a while, I decide to make additions to my character, e feather set to make it fluffy or some additional gadgets to make it more scientific or anything you can imagine. And then I get back to my psb file and make an extra layer for the additions.
Is it possible to do that?
Or has someone figured out a solution for such a situation???
Thx
Hi!
I’m working with your awesome feature Sprite Swap. ![]()
I was wondering if this behavior is as intended?:
1. I have an original sprite with bones
2. I create another sprite (with same photoshop-image size, but the object has slightly different dimensions) with the same bones.
3. I set up Sprite Swapping
4. When the sprite swap occurs the second sprite (with slightly different painted dimensions) will appear offset in game
(that is to say that it is not aligned as it is in the PBS-file or in the Sprite Editor).
I tried moving the sprite’s pivot-point in the Sprite Editor to see if it affected the offset, and it seems to affect it sometimes but not all.
Does the sprite being swapped need to be identical in dimensions? And if not, do you know what the issue could be that would lead to an offset and how I could fix it? Thanks so much in advance! ![]()
In case when you need to create new layers for your details, this should be possible as long as:
Before you export PSB file:
-you’re planning out the structure of your character’s model in scene. You’re using groups and name your layers meaningfully (you won’t be able to edit them later).
After you imported your PSB asset into the scene:
- you left your PSB asset unpacked (leaving it as a prefab means the object you’re animating in your scene will be updated every time you applying changes made to the PSB source externally)
- you avoid changing its hierarchy and names of groups and layers;
- you avoid animating or adding assets to any objects that might be moved/removed/renamed someday.
When you edit the PSB source: - you avoid breaking hierarchy of layers (animation relies on it, as well as some components)
- you avoid deleting/merging any old layers in PSB to keep their ID’s for PSB importer intact. If you need to merge some of your old layers with new, the new layer must be on top, so the final layer will get the ID of the old one (be extra careful here, this not necessary works in every editor)
At all times:
-you make backups. Lots of them. Everywhere.
But in my opinion, it’s not worth the effort. In the case of small updates, it’s easier to create corresponding objects in animated models manually. Also, leaving the PSB asset as an unpacked prefab is the same as working with a bomb, one wrong move and everything is lost.
Though, if you just want to edit some layers without messing with PSB’s structure, it’s super easy and doesn’t require any precautions. After applying your changes they will be correctly repeated in your model even if you resliced the sprite or unpacked the prefab.
Do you have a similar situation? [#383]( https://discussions.unity.com/t/725306 page-8#post-5207591)
well, it looks like nothing has improved since…

P.S. “The promised - they wait for three years …” - Russian proverb …
-just a little more to wait

I see, it’s good to know I’m not the only one that has encountered this bug!
Did you try making an official-bug report for this EvOne? I did it once for a Sprite Swap issue and they were very fast in finding a workaround for me + adding a fix for the bug. Otherwise I can make one.
Could be that this bug in particular is hard to fix perhaps?
But after all, I essentially had an official response from the developer… ![]()
And in this response, he did not ask to send a report…
In general, I do not see a “bug” in this - everything works exactly as it was programmed ![]()
An imperfection - perhaps, but a bug - probably not.
Another thing is that I do not know bugs (or shortcomings) that could not be eliminated in a year …
Recently, the feeling of “secondary importance” for the developers themselves, practically everything that is done in Unity in relation to 2D - does not leave me …
I think I’ll attempt making a proper bug-report just in case!
I’ve worked in tech some and by my own experience I know bugs/task can get lost in the chaos of development haha.
I don’t think they mean anything bad by it. I will update here if I get a reply from the bug-report! ![]()
Ok, I have now posted a bug report regarding Sprite Swap displaying sprites with erroneous offset.
You can follow it here if you have a similar issue!
http://fogbugz.unity3d.com/default.asp?1281724_nof4ek72hh9fpbvn
Thank you for your time.
So, it seems that the process is not very agile to make changes during the work time.
It would be nice to be able to bake 2d animations to spritesheet images.
We have plans for this but unfortunately, there is no timeline for it as of now
I’ve looked into this but I can’t figure out how to set the vertex data back into the SpriteRenderer.
I don’t see an obvious SpriteRenderer.SetVertexData or something. How does it work?
The SpriteSkin.cs seems to use this method called InternalEngineBridge.SetDeformableBuffer(spriteRenderer, inputVertices);
I don’t seem to have access to it in my scope.
I’d just like to touch base on an issue I came across just now
(if it’s a known 2DAnimation-problem/or perhaps just a bug in my project).
I added post-processing and bloom to my Main Camera. When I add materials with HDR to sprites in my scene, I get the following error that refer to the IKEditorManager when I change material’s HDR color (see attached image for details).
This error occurs even when I’m changing sprites that are unrelated to 2DAnimation, like the little house in the image I attached below:
My Unity version is 2019.4.12f1, and my 2D IK is the latest stable version. Perhaps I’m doing something wrong? Super odd!
Anyone had similar behaviour? Does anyone know of this bug?
Thanks in advance!
Edit: If anyone gets the same problem, my temporary fix for this has been to remove the IK-package from the project. This worked and the errors no longer occur, and is OK for me because I’m not using 2D IK-system. That means it may not be a possible solution for you (if you’re using the IK).


