This is just a quick note that SpriteManager 2 has gone “gold” - version 1.0 is now available. It now features a new addition called image-based offsetting which further eases the pipeline of going from original art assets to finished sprite atlas, and also gives you new flexibility in how you animate your sprites! You can see a video demo of this new feature here:
There are also lots of other new features (both large and small) in this release.
I just ask one thing: I’d really like to add the ability to automate the process of removing source textures just prior to a build operation, but currently there is no way to run a script automatically before a build. So I’m asking, if this is an important feature to you, please add your votes (up to 3) to “PreProcessBuildPlayer” over at feedback.unity3d.com.
Though I’m juggling a few different things right now, my main focus at the moment is my next major product: “EZ GUI”. I think you guys will love it!
I’ll also be working on a tile map parser/generator as well, but it will have to work very differently from SM2 (both internally and externally) and will probably not have much similar code to it, so it will be a separate package.
Yes, it will be separate. Though it will have more in common with SM2 than the tile mapper (and indeed should work seamlessly with SM2 if you choose), it requires an entirely new, extensive library of classes and prefabs dedicated to UI creation and management. It will also work independent of SM2, as will the tile mapper.
I’m having some trouble with the spritemanager 2 1.0
For some odd reason, its not generating a sprite atlas. I just upgraded from RC5, and this is a new problem I’m facing. I do everything else correct such as set a material, set width height, anchor, and a static texture. Whenever I try to generate a sprite altas, it never creates one.
So I tried out the demo that came with the package, and I deleted all of the textures. I assume that if I were to create a new sprite atlas it would not contain the deleted textures. However, when I try to create a sprite atlas, nothing new is generated, its still the same old sprite sheet.
Any reasons for this? Am I doing something wrong? Or is it just a bug?
This is most likely due to the new behavior required in Unity iPhone with the new “Scan Project Folder” feature. Be sure to read all of the release notes included with the release, and then see the section in the docs about “Scan Project Folder”.
Basically, it works the same way in Unity Desktop as before. But because of some limitations Unity iPhone has in how it lets you deal with prefabs, the behavior has to be a little different. The rule of thumb is that if you want to only generate atlases for objects in the current scene, uncheck “Scan Project Folder” when you build your atlases. If, however, you want to be able to create atlases for all your sprites across all scenes, you’ll need to make sure every type of sprite is linked to a prefab, and then checking “Scan Project Folder” will scan those prefabs and update them - thereby automatically updating any instances of those prefabs in any scene.
Any idea when you may have this ready. I just bought SM2 because I wanted to use SpriteGUI but I don’t think I did enough research because it appears that SpriteUI works with SpriteManager and does not have an SM2 compatible version.
I am more interested in the GUI at the moment so I am not going to be able to use SM2 until there is a GUI that I can use as well. I am however, very excited about having a well supported and tightly integrated product that will cover both bases.
I am not sure how much progress you have made but I only need to dynamically create buttons that I can roll over and click on (about 100 of them) and I would like to be able to get all the textures from a single texture map.
I don’t want to invest the time in another solution if you are close.