Hello!
I have a question about something from some time ago, every time I need to upgrade my art of a PSB file, and one of the sprite parts change in size, if I select the “Automatic” slice option in the Sprite Editor, all the pieces of the sprite goes to the bottom left corner and got stuck in there indefinitely.
I would like maybe an advice or recommendation about this subject, and how to avoid this from happening, improve my workflow or learn how to solve this situation.
Thanks you!
Hello,
Just to get some more insight, are these the steps you take?
- Import new .psb into Unity with multiple layers
- Generate mesh, create bones & generate weights in the skinning editor
- Open the .psb in Photoshop
- Size one of the layers up and save it
- Return to Unity
- Open the .psb in the Sprite Editor
- Select Slice > Automatic & Delete Existing
- The sprites are now in different locations in the Sprite Sheet and at a 0, 0 local position
Is this correct?
Also, which version of the Unity Editor, PSD Importer and 2D Animation Package are you using?
Thanks!
Thanks for answering, exactly, those are the steps I followed. Unity version is 2020.3.0f1, PSD importer Version 4.0.2 - September 25, 2020. 2D Animation Package Version 5.0.7 - August 05, 2021.
I’m not sure if the local position is 0, 0 exactly, but you’re probably right about it.
Like Leo asked in a response to your other post , we would love to get a sample project so we can take a closer look. A sample can be sent as a private message to me, and we can provide a secure hosting site if you do not have one available.
If you cannot provide a sample project to us, I can only advice you to read through our PSD Importer documentation to see if there are any steps you might have missed when updating the .psb file.
Hi Ted, I don’t know if it is intended by Unity, but I solved my problem yesterday by slicing the sprites with the “Safe” mode instead of Delete Existing (but I don’t really know how this option internally works), I just changed the PS file, opened it in Unity and of course, the bigger pieces were out of the slicing bounds, proceeded to manually edit them and select Safe slicing, and regenerated the geometry of the new bigger sprite part, and it worked perfectly.
I do believe the fact Delete Existing erase all the old pieces and re-slice them to create new ones, deletes too all the current information of the mesh weights, and the sprites just move to the default position 0, 0 since they lost their prior data. I’m not really sure about this, but the behaviour seems to be somewhat like this.
I’m working with a game development studio, and this consulting was done by myself, that’s the reason I couldn’t share the project, since it’s private property.
Great that you solved your issue, and thanks for sharing the way you solved it!
The option “Delete existing” starts off with a clean slate and regenerates all the Sprites from the texture. However, the final step is to reconnect the new Sprite data with old Sprite data if the names are the same. We’ll try to reproduce the issue you had to see if we can come across the issue.
The option “Safe” does not delete any pre-existing Sprite, but will create new Sprites in areas where there are none.