Hi!
I’m making an art asset for unity and was curious about what best practice would be to deliver them - from a developers point of view.
What I’m making is a zelda-perspective 2D character that is fully customizable, so you can change clothing, hairs and all that. They are created in Spine and then converted in Unity’s animation, so it works like a skeleton animation and the sprites sitting on body parts can be swapped to change cloth.
The character comes with 4 objects, one for each direction. So it would basically mean you would switch them on and off depending on which direction you’re facing/walking (since they’re bone animations and graphics can’t just be recycled or inverted for up and down)
So what I’m curious about is your opinion how I should deliver this, how would you want ready to get an asset like this working.
Since, for an example, a shirt has many sprites (lower arm, upper arm, body, left and right), how could I make it convenient for the user? Would making an excel document work where I put all the sprites names in a cell under “Shirt”.
Or maybe a clear naming convention would be enough? So the ‘lower_arm_slot’ looks for a ‘shirt_lower_arm_side’ sprite.
Also note that it would need to switch for all the directions, so it would switch sprites in all the game objects.
How would you make a system that switched items on bone animated character?
What I’m afraid of is that it’s a big mess and the user doesn’t get any ideas how to implement it themselves, with so many sprites, and a deep bone hierarchy.
Hopefully, this made sense and someone could give some insight and opinion. Thanks!