Unite 2014 - 2D Best Practices In Unity

Unity · 182K views · 2014 · 45:03

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Indie game developmentGame programming & enginestalkdated

Why Stack Overflow recommends it

Stack Overflow users link it when asking about Unity 2D sprite and spritesheet handling, as a source of recommended practices for sprite animation and runtime sprite changes.

Recommended by 1 people across 1 different months, 2015 to 2018.

What it is

A 45-minute Unite 2014 conference talk by Veli-Pekka Kokkonen of Unity Technologies on the most common problems developers hit when building 2D games in Unity. He covers practical ways to get around them, with a focus on sprites and how 2D content is set up in the engine.

What people said

Recommends Stoic · 2015-02 · Stack Overflow · on “2d sprite animator, need overlay sprite to transition instantly”

I am animating a 2d game and what I want to do is rather simple. I have some hand drawn sprite sheets with frame by frame animation of say attack, idle, run, die etc. where each animations will have approximately 8-10 drawings. Now this has all worked perfectly and they are scripted and working exactly like I want them to. My problem is that now I wanted to add customization to my characters by overlaying, say a sword, on-top of the original sprite. So I added a sword to the game object and frame-by=frame animated it so that it will perfectly match the correct position in each frame. to a point where I can get the wanted result by dragging the red line (animating) across all the frames. Howe

Cites Cyrille · 2016-10 · Stack Overflow · on “Flip a 2D character, using inverse kinematics, in Unity”

I have a rigged 2D character with Sprites And Bones [LINK] in Unity and I use inverse kinematics to animate it. But if I want to flip the X-axis, my character go berserk : [LINK] I have a script attached to "Karateka", containing a simple Flip() function : public void Flip(){ facingRight = !facingRight; Vector3 karatekaScale = transform.localScale; karatekaScale.x *= -1; transform.localScale = karatekaScale; } "Karateka" is just a container for bones, sprites and IK targets "Skeleton" contains the Skeleton script from Sprite And Bones "Right leg bone", "Right lower leg bone", etc. have bone and IK scripts "Right leg", "Right lower leg", etc. are the sprites "IK" contains all the IK targets I

Cites J. Kreller · 2018-11 · Stack Overflow · on “Unity - How to change player spritesheet while runtime?”

I'm currently working on a 2D pixel Jump'n'Run. I want the player to be able to "buy" new skins for the player-character. I have multiple sprite-sheets. They all have the same structure. I'm using sprite animations. How can I change the sprite-sheet at runtime? I found the following solution, but it's very resource intense: [this video] Sincerly, Julian