![]() ![]() I can make them happen pretty consistently, but I'm still not entirely sure why they're happening, it's super bogus. There are a few really weird things happening. So I updated to the newest version of the Texture Packer importer and updated Unity to 2021.2.8 today and after adding a new sprite to an existing texture atlas, somethings are not behaving as they should. And they don't even have to be referred to in the tpsheet file because they can be manually assigned to material in unity It's possible most people won't need this feature but it seems to be a pretty simple thing to implement - to add multiple atlas variants instead having just one for normal maps. In a case where I would want to have emission maps and normal maps (or more types) for my sprites then I woud have a problem. If I don't remove the line that's pointoing to the second atlas it will automatically set it to normal map in Unity and it won't let me change it without editing the tpsheet file and reimporting the atlas. Right now it's not a problem because I can pack it and then delete one line from the tpsheet file and it works. The thing is - there are more types of atlases that would be helpful to have.įor example, I use second atlas to pack the emission map sprites. It's awesome that there is an option to pack a second set of sprites with the same layout but this option needs to be updated - currently it only supports one extra atlas variant and it's arbitrarily treated as a normal map. png files twice because we now know the png to sheet assignment upfront. It also speeds up the next import because we don't have to process the. This is why we need the database to retain that knowledge. Unity might kill the importer during the import process if memory is low or for whatever other reason. png file with the content of the sheet (which requires importing the png twice). png is associated with it and then re-import the. If the name is not the same we have to read the. As long as both have the same name everything is fine. The issue is the following: We have to know the content of the. You can use the attached importer DLL - it comes with a more explicit error message - and avoids writing the file if nothing is really changed. tpsheet files do not have the same file name and path. The disadvantage is that (re-)imports might be slower if your sprite sheets (.png) and the. I though the issue was solved with this.Īnother solution is not to check-in that file and ignore it in your source code management system so that it is writable. V1.2.3 (April 16, 2022) update for Blender 3.1 (Python 3.I've suggested to make it writable and never heard back from you. V1.2.2 (July 7, 2021) fix for 2.83 and update linux builds V1.1.3 (Oct 11, 2020) fix issue with zero polygon objects. V1.1.2 (Sept 17, 2020) adds a spacing parameter to leave a few pixels unused between packed textures. Objects don't share textures (otherwise they will be copied several times in the output, so that UVs don't overlap) Texture mapping is using UVs (not procedural coordinates) The add-on tries to guess by browsing the node graph which is the baseColor and uses this one You may request for improvements regarding them: ![]() I may (or may not) consider reducing the price.Įxtra details The add-on is making the following hypotheses about your scene. I want this for free! If for some fair reason you cannot afford the $5 minimum donnation for this product, you are invited to contact me and provide more details about your case.
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