Auto-Slice [Trailer]
Auto-Outline [Trailer]
**Asset Store**
“Designed To Feel Like A Part Of Unity.”
➤ For [FUTURE PROOF] Support
➤➤ FreeReignAssets@outlook.com
Auto-Slice [Trailer]
Auto-Outline [Trailer]
**Asset Store**
“Designed To Feel Like A Part Of Unity.”
➤ For [FUTURE PROOF] Support
➤➤ FreeReignAssets@outlook.com
I get this error whenever I test run my game.
TextureImporterInspector.OnEnable must call base.OnEnable to avoid unexpected behaviour.
UnityEngine.Object:smile:estroyImmediate (UnityEngine.Object)
FreeReignPublishing.MultiSpriteEditor.CustomTextureImporterInspector:OnDisable () (at Assets/FreeReignPublishing/Multi-Sprite Editor/Editor/CustomTextureImporterInspector.cs:35)
Using Unity 2022.3.4f1
Hi, we are aware of the bug and it will be fixed in the next update. In the meantime you can safely ignore the error or try these troubleshooting solutions.
Hey!
I just bought and tried the addon, but I seem to only be able to auto slice spritesheets? How do I apply Grid by cell size to all sheets at once?
Hi, any settings selected under the “slice” drop-down button in the sprite editor window will be applied automatically to all sprite-sheets sliced
Can we also have custom physics generating feature?
Do you mean auto generating “Custom Physics Shapes” for multiple sprites in the Sprite Editor?
Auto “Custom Physics Shape” outlining is currently supported by navigating to the “Custom Physics Shapes” module through the Sprite Editor’s menu…
Hi @FreeReignPublishing , Unity 2023.2 always Crashes after a I’ve generated outlines for 10-20 Sprites. Only 1 out of 3-4 Sprites is saved like this: [×], ,,,[×],,,,[×],… . I restart Unity look for the not saved and go on but it’s not a good workflow for me. Any idea?
Edit: The error from the Log:
Prepare: number of updated asset objects reloaded= 0
AssetImportWorkerClient::OnTransportError - code=10054 error=Eine vorhandene Verbindung wurde vom Remotehost geschlossen.
edit2: I’m also getting this error in Console:
The previous instance of UnityEditor.TextureImporterInspector has not been disposed correctly. Make sure you are calling base.OnDisable() in your AssetImporterEditor implementation.
UnityEditor.TextureImporterInspector:OnEnable ()
FreeReignPublishing.MultiSpriteEditor.CustomTextureImporterInspector:OnDestroy () (at Assets/FreeReignPublishing/Multi-Sprite Editor/Editor/CustomTextureImporterInspector.cs:103)
System.Reflection.MethodBase:Invoke (object,object[])
FreeReignPublishing.MultiSpriteEditor.MultiSpriteEditor/<LoopAndOutline>d__57:MoveNext () (at Assets/FreeReignPublishing/Multi-Sprite Editor/Editor/MultiSpriteEditor.cs:960)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
Hi Ijisthee, thanks for reporting this bug we will look into it.
Hi again @Ijisthee , using “Unity 2023.2.0b17” we tested outlining 20 sprite-sheets and cant seem to reproduce the bug you’ve described. We would appreciate if you could send us a video/project showcasing the bug to help narrow down the issue, Thanks.
Edit: We fixed the console errors you described and a visual bug with the “Multi-Sprite Editor” button being misaligned in the inspector. These changes will be released with update 1.1.2, however we will still need a project/video to help figure out what’s causing the crashing/unsaved Sprites, thanks again.
Hello, i just bought the asset but I am very disappointed that it doesn’t work on Unity 6, could you please update the asset to support it?
Edit: the dev sent me the revised version of the asset which now works on Unity 6! one of the best support I’ve ever received. This asset is awesome!