Hi so I’m on version 2022.3.45f1 and I’m trying to figure out how to replicate the way aseprite importer name animations that I import in 2d.
For example using a fresh built-in render pipeline project, in 2d it would be something like this:
but a fresh 3d built-in render pipeline project + installed 2d packages (including aseprite importer) would name my animations like this:
so 2d includes the file name + frame + index, but 3d only does frame + index.
These are .aseprite files as well as using animated sprite import mode.
Anything I can change in my project to allow 3d to do file name + frame + index when I import an aseprite file using the importer package?
So you are saying that in a new “2D” template project the Aseprite importer behaviour differs compared to a “3D” template project where you manually added the 2D packages?
I don’t know why that would happen but first thing I’d check is the Project Settings. Perhaps there is a Aseprite Importer subsection which differs in settings between the project.
If that’s not it I’d go looking for Aseprite importer settings elsewhere. Sometimes they’re just not under Project Settings but a custom asset like the URP renderer assets.
Lastly, the importer itself ie check the aseprite Inspector settings. If they differ try to find out why. This could be related to a Preset that a 2D project installs by default, so check Presets under Project Settings in both projects.
For the first part, I sadly do not see anything about it. For the second part, there is Background import setting which is enabled true by default so I don’t believe it changes anything as both templates have it enabled by true. I also checked my URP renderer assets and couldn’t find anything. There were no presets either in the Preset Manager for both templates.
Maybe something going on in the engine?
I solved it for now. If you make a 3d template, go inside the aseprite importer package and go to the ImportUtilities.cs class then go GetCellName() function and switch around the isMerged statement.
From:
return isMerged ? $"Frame_{frameIndex}" : $"{baseName}_Frame_{frameIndex}";
To:
return isMerged ? $"{baseName}_Frame_{frameIndex}" : $"Frame_{frameIndex}";
Edit: You could just also ignore the isMerged bool and change both names to something you want, but I believe deleting library folder would reset this. Deleting the library did fix my issue though so I do not have this issue anymore.