How do I participate to the beta ?
You need to have bought already the current version of Uni2D on the AssetStore. Then, simply send us an email at uni2dbeta@bento-studio.com , including your name, and your invoice number. Once we have verified that you are indeed a Uni2D user, we will send you the information to get new package. That’s all !
Please use this thread to make your comments and gives-us feedback.
I just have tried to make my first animation using Uni2D… following your .pdf file !
I have created an Atlas with 3 pictures for tests. Seems Ok because I Uni2D added a Texture Atlas gameobject + materials…
I have created an Animation Library. Seems Ok because Uni2D added a Animation Library gameobject (with loop effect).
Then… Am I wrong ? I have created a sprite using the new Texture_Atlas (the Texture, not the gameobject) made by Uni2D.
The sprite (gameobject) has appeared on the scene, with 3 pictures !
I added the animation library in the inspector + Play checked !
When I run the scene, seems OK because the 3 pictures “disappear” for only one picture… BUT no animation !?!
Could you help me, please ? With all new elements created I don’t know anymore which one to use !?!
I haven’t had a chance to dive into the new animation features yet (although I read through the documentation and the API seems nice and simple!), but I wanted to ask about the texture atlas workflow. Do you have any plans to offer TexturePacker support? I’ve found that Unity’s atlasing functionality isn’t as efficient (or visual!), and, for a sprite heavy game, every bit of space matters
@ p6r
Check that you don’t use Atlas texture. If that’s not the case, then you discovered a bug… we’ll solve in the next update that’s coming at the end of the week.
@bryantdrewjones
Texture atlasing will be entirely rewritten in the next version !
The good news is you now are following our beta program.
So you will test this new feature as soon as it will be ready (probably in a few weeks, but not promissing anything)
Fixes
_ Fixed animation with atlased textures showing the whole atlas (it’s the bug 6R may encountered).
_ Fixed animation clip index in sprite inspector GUI when switching to another animation library with less clips than current index.
Others
_ Broke backward compatibility with Uni2D v1.x (lot of under-the-hood changes for upcoming features).
Known issues
_ Clicking “Apply” in the “Unapplied settings” dialog may throw errors if the dialog appears right after Unity editor has reloaded project scripts.
WARNING
This is a development snapshot. It contains the latests changes but may also have severe known issues. It should not be used in a production environment.
I’m thinking of purchasing Unity 4 Basic (iOS/Android). Will my version of Uni2D (non-beta) still work with it, or do I have to wait for the new version of Uni2D?
New features
_ Sprite inspector is fully interactive now. No more “Apply” button: set and see!
_ Like physics, sprite render mesh can now be built directly from texture and save precious fillrate!
_ Sprite materials can now be overrided. Change them in the Mesh Renderer component or drag’n’drop them to the sprite, and Uni2D will do the rest.
_ Pixel perfect ortho camera component.
Fixes
_ Fixed extrusion depth setting not interactive (bug introduced in Beta #2).
_ Fixed always grayed out “Select atlas” button in sprite inspector (bug introduced in Beta #2).
_ Fixed few typos and indentation levels in the sprite inspector GUI.
_ Fixed Uni2DSprite.VertexColor property removed.
Others
_ Duplicated sprites share the same material. Less draw calls!
_ A material is added to the project when creating a new sprite from a texture.
_ Added “Pixel perfect” button in sprite inspector.
_ Added progress bar when building a mesh from a texture.
_ Overall performance improved.
_ Texture-to-mesh algorithm speed improved.
_ Texture import settings will now force NPOT, 4096, readable, no mipmap and automatic true color settings while working. Atlasing is strongly recommended.
_ Added an editor icon to Uni2D sprites.
_ Broke backward compatibility with Uni2D v1.x and previous betas (lot of under-the-hood changes for upcoming features).
Known issues
_ None. Let us know if you encounter a problem.
WARNING
This is a development snapshot. It contains the latests changes but may also have severe known issues. It should not be used in a production environment.
The new beta is very sweet! I love the texture atlas, works very well. The animations are pretty interesting, it took me a little work to figure out how it works.
Any info or idea on how to control the resolution issues? I mean like I make an orthographic camera. My output resolution is iPhone, 640x960. I bring in a png 640x960 and make a sprite. To fill the screen I need to set the camera size to 4.8… weird. I would think that it would be 1, or 10 or some even number not 4.8. It may seem nit picky but it is weird.
Maybe you can explain how to make it pixel by pixel correct?
I also have an issue with drag and drop a sprite. I have not been able to get this to work. I am using Windows 8, it didn’t seem to work on Windows 7 either. It seems I always have to create a sprite by selecting an image and using create sprite from the menu.
_ Multi-atlasing support: Uni2D now uses a custom bin packing algorithm when atlasing, instead of Unity built-in packer.
A single atlas can now be splitted into several atlas textures. Select the maximum atlas size, add your textures and Uni2D will do the rest!
_ Animation workflow revamped, inspector GUI rewritten, animation preview released:
Totally new animation clip GUI: drag’n’drop your textures directly to the animation clip inspector to add frames! Reorder, add or delete frames in a flash via the embedded controls.
Simply hover the animation clip header with your mouse and see a live preview without leaving the inspector!
Use the embedded animation clip player to preview your clip in more details (seekbar, play/pause, frame-by-frame…) directly from the inspector!
Use the animation clip global atlas setting to atlas all your animation frames at once! Select several clips and pack them together!
Add clips to your sprites just with a drag’n’drop, or create one directly from the sprite inspector!
Create an animated sprite just with a simple drag’n’drop! Select several textures, press Shift and drag’n’drop them into the scene: the textures will be sorted by name and an animated sprite is automagically created! As always, you can also press Alt to add physics to the animated sprite!
Fixes
_ Removed use of Unity built-in packer, fixes a lot of issues including unexpectable texture cropping and resizing.
_ Fixed making a sprite prefab continuously slowing down Unity editor.
_ Fixed atlas assets forcing original textures to being fetched and stored into memory.
Others
_ Improved global GUI responsiveness.
_ Added a progress bar when building atlases.
_ Added a “Create Animation Clip” button to Sprite Builder window: creates an animation clip from the selected textures or an empty one if nothing is selected.
_ Removed animation library asset, Uni2D follows Unity look’n’feel by managing animations at clip level.
_ Uni2D package restructured.
_ Uni2D asset naming convention more consistent.
_ Broke backward compatibility with Uni2D v1.x and previous betas (lot of under-the-hood changes for upcoming features).
Known issues
_ Unity editor performs sometimes some useless reimports which lead to a short freeze. This issue appears more often and with more severe freezes making Unity unresponsive when working with Unity Asset Server. We’re currently investigating this issue.
_ As usual, let us know if you encounter a problem.
WARNING
This is a development snapshot. It contains the latests changes but may also have severe known issues. It should not be used in a production environment.
Stay tuned for the LAST beta and thank you for your support!
The official update is for February (the official date will be announced after the last beta because it depends of the severity of the feedbacks)
And for the future update our goal is to make Uni2D the most powerful tool as possible!
So we hope the success of the new version allow us to continue to improve the product as long as possible!