Frequently adding new sprite to a 2d rigged character without changing bones and geometry again.

I have a 2d rigged and animated character in Unity. I want to change it’s head with a new sprite,but…

I have a gameobject(Let’s call it DataHolder) which should store the head sprite that’s gonna be applied to the character. Character GO should take the sprite from this DataHolder and apply it. I have read about sprite swap and sprite resolver etc. But they are not solving my problem. Because they are offering solutions for fixed sets of sprites.But i need to apply a new head sprite and take a build every 5 minutes(I have my reasons.). I don’t have time to edit the sprite. So basically i only want to change sprite value inside the DataHolder GO and take a build. I want everything everything else to be handled by Unity/Code. What can i do to make this sprite value “ready to use” for a 2D rigged character?

Sounds like you just need a little editor window that you can specify a sprite and it will do the legwork of loading the scene or prefab, changing the desired sprite, dirtying it, and saving it before you build.

Or else perhaps do it as an ever-changing post process scene step using PostProcessSceneAttribute

Either approach would likely work for your setup.

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