Hey! I’m trying to import a spritesheet my artist made into Unity and then chop it up and use the images to create animations. It’s mostly working, yet I’m having this weird issue with some pieces and I think I must be doing something wrong.
So, step one is that I import the image into Unity and set the “Sprite Mode” to “multiple”, as such…
I then go into the Sprite Editor, choose to “Slice”, set it to “Grid” and set it to 64x64, the size of my sprites. Leaving everything else at its default, most stuff looks ok, but a few pieces have some rogue pixels appearing on the side. For instance, I go to check my three pieces for my “float” animation and the first two have some pixels hanging on the left side. As far as I can tell it’s basically taking a tiny chunk from the right side of the sprite and adding it to the left side for some reason.
I double checked the spritesheet I got from my artist and everything is legit, fits nicely into the 64x64 boxes. So it’s not the fault of the original image. Anyway, if I change “Max Size” from 1024 to 4096 the rogue pixels disappear (not to mention the images look much cleaner… yet still kind of janky?)
So, problem solved right? Nope. I create new animations using these pieces and the “float” animation still has the issue despite the images looking clean when viewed alone.
I have no idea why.
What am I doing wrong?! It seems like it should be easy enough to just take a spritesheet and make animations from it but I’m clearly doing something wrong here…
PS. This is all just for the PC build.