Issues with pixelsnap, and how do I merge two characters into one?

Recently started rebuilding Earthbound in Unity, and there are two different problems I would like to tackle before I look into setting bounds.

First, I have created two different versions of Ness, one in his normal attire, and the other in his pajamas. I have just looked online for some tips on how to render them interchangeable for the game to call upon. (I did find one video, of a cat and a bunny with machine guns, but that only shows how to layer characters in front of eachother, with whoever’s in back still having their features visible.)

Second, my brother has tried a week ago to help me snap sprite pixels in line with map pixels whenever something moves, but nothing he suggested worked, and I had to delete the relevant code today.

Here is a screenshot to showcase both issues, along with my PlayerController script and some of the information pertaining to regular-Ness.

Can anyone help me with either problem?

you need to explain what you need, i read the post and I cant figure out what you want to do

You just turn one off, turn the other on, nothing more. That can be at the sprite level or a higher level if you want to completely-different characters.

Turn them on or off, how?

How do I program the game to trigger that during gameplay?

Like, here’s what I’m actually trying to do (2:27 in):

As for that issue with pixels, I’m not sure how to explain it any better, but if you click the screenshot and look closely at them, you’ll see that all the directly bordering pixels are slightly thinner than all other pixels surrounding them.

And before you say anything about having copied and pasted stuff, keep in mind that the program actually registered the dimensions for both the sprites and the map in the pixels presented, not in the actual number of pixels comprising the entire screen. I have everything at 8 pixels per unit, so each individual pixel is displayed as 0.125 units, but the sprites can still reside or stop at any decimal value whatsoever.

If you are still asking that basic question you need to set this project gently aside and start doing a bunch of basic coding and Unity tutorials. Objects can be turned on or off at the GameObject level (called “Active”), or at the Component level (called “Enabled”).

Broadly on / off correspond to either of these methods, and could even also correspond to deleting and creating the correct object at runtime when the object changes. Animations can do this and so can code.

I am not going to be watching a 7 minute video to discern some feature that you are unable to describe in text.

Besides, any production game is a MASSIVE undertaking, and without even looking at the game, I’m sure it would be months and months of development for a seasoned team of developers. If you think you can stick with the learning throughout that, more power to you. I would suggest starting a little smaller.

ok the 1st thing you want is really easy its just doing spriterenderer.sprite = nesswithcap, but the second is something you will have to research called “pixel perfect” and is a huge hassle

overall I agree with kurt you need t go watch tutorials

So far, I have found this:

At one point, you are instructed to set Pivot Unit Mode to Pixels, but while I did find that on the sprite editor, it isn’t allowing me to apply such a change. As it turns out, its actual purpose is to select a pixel to center the sprite itself on, as opposed to something like its exact center or one of its corners.

Update: Even as I update each sprite individually in the sprite editor, I’ve noticed now that they just revert back to Normalized when I re-open them.

Update2: Well, I actually managed to snap the pixels together, by skipping that one instruction and just reading the rest.

Now to look into making the pixels themselves all square regardless of scale.