Comments (4)
I'm currently working on this issue. A preview of this can be found on the sprite-importer branch: https://github.com/martinhodler/unity-aseprite-importer/tree/sprite-editor
from unity-aseprite-importer.
The importer has a pivot field, but this will set the same pivot to all the sprites. You would like to edit the pivot for every single frame?
from unity-aseprite-importer.
Ideally yes, or at least on a per-animation basis. I can work around this enlarging the canvas in Aseprite. That results in the textures being a bit larger than necessary, though.
I'm more concerned with generally editing the emitted assets. For example, it's impossible to add animation events or set sprite borders. I wonder if we can additively apply metadata to the assets without letting the user mess with the actual aseprite-defined values like animation timings or art.
from unity-aseprite-importer.
I've tried sprite-editor
branch, it's relatively slow & buggy(crush sometimes), but also it's quite an amazing feature that i like, thx!
from unity-aseprite-importer.
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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