Comments (2)
For now you can duplicate the animation by doing Ctrl+D. The duplicate will allow you to create new animation events. Though this is a problem I have been running into lately. If I change my animation in Aseprite, id have to go back and re-duplicate and apply my animation event keyframes once again.
This is cumbersome as changing tools and maintaining multiple animations can get messy. More explanation on my issue implementing this feature in the past:
@CeejayZSmithrecently allowed the importer to become serialized. Yesterday I tired to serialize the clip animations but it appears unity does not allow AnimationClips to be serialized. @alexpennells made some bug fixes to the way the importer is serialized which might resolve my issues but I havent had the time to look into it yet.
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Update: I have this partially working in that you can add animation events and keyframe. I still need to properly reload the event data back in though. Theres still some interesting roadblocks up ahead though.
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Related Issues (20)
- License question HOT 1
- Forked project (Makes it editable) HOT 8
- Missing namespaces in 1.03 version HOT 3
- Ase file incorrect size detected HOT 2
- Problem when changing frame order in Aseprite file HOT 3
- adding package fails HOT 4
- Support for OpenUPM HOT 8
- Meta files are not compatible between versions
- Cannot set borders in sprite from aseprite
- Images on UI requires to check Use Sprite Mesh
- Custom Outline option not working in Bundle version
- Custom Physics Shape not present in Sprite Editor [Bundled]
- Transparency Color sprite property not respected in Indexed color mode
- unity-aseprite-importer generates tons of garbage in RAM
- Export layers as separate sprite sheets.
- tests
- maybe GetParentLayer() has problem
- Blend Logic has problem
- FPS drops to 4 in 3d URP Project
- how to fix these two issues?
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