Uni2D V2.1 Announcement

Hello!

Just to let you know that Uni2D soon comes with a better support Unity2D^^
You’ll now mix and combine Unity2D sprites and Uni2D sprites.

All the feature list is here :

- 2D/3D Physics auto generated colliders
Uni2D unleash the power of the next gen 2D game in Unity by bringing you the ability to combine a true 2D system and 3D assets! Create 2D games like never before!

- Colliders now follow visual deformation… at runtime!
One of the most impressive and powerful feature of this release. Let your creativity explode and create unseen game situation based on a simple draw drive by bones!

- Batchable Skeletal sprites:
Other benefit of the new Hybrid skin system, now deformed objects are batchable! It’s really a great news for the people that work on mobile devices but more important it could be combine with the auto optimization of static skeletal sprites (see below)

- Auto optimization of static skeletal sprites
It’s certainly the most important optimization that we ever bring!
Create a sprite, deform it, add 2D or 3D physic now your object is now silently optimized. You can duplicate it to create a forest it will then consume nothing until you call them.

- Improved integration with Unity2D workflow
Support of the 2D layer of unity2D
Native 2D physics support

- Other noticeable improvements
Improved skeletal editor: Now the sprites keep its position until you press the “reset pose” button
Parallax support: makes Unity2D and Uni2D Sprite move like in perspective with a orthographic camera!
2 new options for the 3D collider generator
Only borders : physicalizing only the border of a sprite!
Subdivision : Allows you to deform a shape in runtime with more controls

Hope you’ll like it!

Almost perfect, thank you Bento for all the hard work filling one of Unity’s majoe caveats.
Any thing on unity atlas system support?

@xCyborg Thanks for your support! Today we can’t access to the atlas system without an access to the sprite2D system that is currently not enough open from the editor side.
But yes indeed it’s for us a priority to be as closest as possible of the native workflow.

BTW, our update is really close from the release!
Cheers!

30/09? release on the 30th?

; )

GREAT!

No need to wait anymore!

Tutorials coming soon!!

Wooow, thanks Bento-Studio.

I just purchased uni2d, but I get two errors in Uni2DSpriteUtils.cs when I compile my project in Visual Studio:

  • Use of unassigned local variable ‘bIsUVRectFlipped’
  • Use of unassigned local variable ‘oUVRect’

Both errors are easily fixed by just initializing the variables when they’re declared in the BuildUVs method. I just wanted to pass this on, so it can be fixed in a future version.