Comments (8)
@erlioniel thanks for your opinion but I closed it in the second I merged the forked repo. It is integrated with the sprite-editor version (now called Bundled in the Editor). Because I prefer to have a simple and more integrated importer without creating a lot of files and assets i will focus on the Bundled importer.
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Nice work! I didn't had the time to work on these features. In my sprite-editor branch are some of the features you were mentioning. Are you using the TextureGenerator? If yes it would be nice to set the import settings for it like unity does for images like png or jpeg.
I can add you as a contributor to be able to push changes directly to the project if this helps.
I have the same problem with my sprite-editor branch. I have to re-implement some of the features to be able to merge it on the master.
Do you have the time to integrate your solution?
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I tried achieving something like this earlier this year but ran into some issues with animation events accessing some of the properties which made them read-only.
I had a similar feature where you could add events to each animation; however, upon saving an ase file, the autoloader would overwrite the properties in Unity. Does this have the same issue? If so it might be better to preserve them as dynamic for read-and-write back into the ase file. Metasprite approached got around this by tagging keywords in the layer_name within aseprite.
But it seems impossible until Unity provides an interface to directly create and modify Unity Events that are attached to the animations.
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@martinhodler
I love to. If you make me a member of this project, then I'll integrate my code to the new feature branch.
@advra
I didn't have a overwrite issue on the animation event after re-import. But the 'Loop' property which is one of the animation property was overwritten after re-import, so I made recovery logic. And there is a similar issue in 'Custom Physics Shape' for the sprites, I also made recovery logic for that.
And there are some improvements.
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I think it is for sure worth to merge the fork somehow. I guess that the approach is more or less the same and the biggest problem is a huge diff, right?
From my perspective, it's more beneficial to merge repos or deprecate one of them. Otherwise, we will split the community (which is not huge at all)
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@erlioniel for sure.
I will merge the fork from @mjshin82 and integrate my changes afterwards. The problem for a short amount of time will be the wrong references in existing projects...
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Sure, not saying that it's easy to do. However, I'm not sure that it's a good idea to close the issue before that :)
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Thanks for the integration
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Related Issues (20)
- License question HOT 1
- 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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