Asesprite Importer + Custom Physics Shape + Pivot

I’m using Asesprite Importer with “Pivot Space” set to “Canvas” so that I can switch between sprites and maintain the correct positions.

So in Aesprite it looks like this (on left) and in Sprite Editor it looks like this (on right).

I then add a Custom Physics shape like this.

I’m using the Custom Physics Shape with Smart Lighting 2D Light Collider.

The problem is that the Custom Physics Shape only works as expected when the Sprite Pivot is set to “Center”. Otherwise there is an offset.

This is best pictured by adding a Polygon Collider (which is also using the Custom Physics Shape).

I cannot set this to “Center” because then I wouldn’t be able to cycle through the sprites and have them positioned as they were in Asesprite.

Is there any way around this?

If you need a workaround right now, then try exporting the image as pnginstead of using aseprite importer.

@DanMcK we just released Aseprite Importer 1.1.3 which has a bug fix for custom physics shapes, where we noticed it was misaligned. Give 1.1.3 a spin and let me know if it fixes your issue.

@Ted_Wikman Well that was remarkably good timing. It appears to be working as expected now.

Great, happy developing!