diff --git a/CHANGELOG.md b/CHANGELOG.md index ad34eaf8..88b37918 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,10 +1,23 @@ # Changelog -## [8.0.1] - 2022-03-21 + +## [9.0.0-pre.1] - 2022-03-21 +### Added +- Added the ability to cancel mesh generation in the Skinning Editor. + +### Changed +- 2D Animation now depends on the Collections package. +- Sprite Skin's AutoRebind can now swap between all bones underneath the rootBone. +- Updated Visibility Tab documentation page. +- Sprite Skins are now registered/deregistered in batches for improved instatiation/destroy performance. +- Updated ListView event listeners to use new selection API. + ### Fixed -- Fixed an issue where moving vertices in the Skinning Editor might result in invalid edges. (case 1402636) -- Sprite Library cannot reference itself in the Main Library field or any asset that references it. (case 1402649) -- Fixed an issue where the SpriteSkin components would not get initialized on editor launch. (case 1403568) -- Fixed an issue when Skinning Editor will lose reference after exiting Play mode. (case 1405325) +- Fixed an issue where the animation window's preview of IK targets would not be the same as in Play Mode. (case 1391590) +- Sprite Library cannot reference itself in the Main Library field or any asset that references it. (case 1401464) +- Fixed an issue where moving vertices in the Skinning Editor might result in invalid edges. (case 1386153) +- Fixed an issue where the SpriteSkin components would not get initialized on editor launch. (case 1401139) +- Fixed an issue when Skinning Editor will lose reference after exiting Play mode. (case 1405289) +- Fixed an issue where the Skinning Editor's copy/paste tool would fail if two bones shared the same name. (case 1405028) ## [8.0.0] - 2022-01-25 ### Changed @@ -13,7 +26,6 @@ ### Fixed - Sprite Skin's help button now leads to the correct documentation page. (case 1383765) - Fixed the isolate behavior in the Sprite tab in the Visibility panel. (case 1387184) -- Fixed an issue where the animation window's preview of IK targets would not be the same as in Play Mode. (case 1396081) ## [8.0.0-pre.4] - 2021-11-24 ### Added diff --git a/Documentation~/Animating-actor.md b/Documentation~/Animating-actor.md index 8e415c0a..1293a719 100644 --- a/Documentation~/Animating-actor.md +++ b/Documentation~/Animating-actor.md @@ -6,8 +6,5 @@ Aside from this method, there are other ways that you can animate with the 2D An ## Sprite Swap The 2D Animation package allows you to use the [Sprite Swap](SpriteSwapIntro.md) feature to swap to different Sprites at runtime, from [swapping only a single part](CharacterParts.md) of an actor to [swapping the entire Sprite Library Asset](SLASwap.md) it refers to. -### Frame-by-frame animation -By using [Sprite Swap](SpriteSwapIntro.md), you can create frame-by-frame style animations by swapping to different Sprites on each frame at runtime. Refer to the [Frame-by-frame Animation](FFanimation.md) documentation for more detailed information on how you can achieve this animation style. - ### Other Sample projects [Sample projects ](Examples.md) are distributed with the 2D Animation package and available for import. These projects include examples of the different ways you can animate with the package features, such as the [Flipbook Animation Swap](ex-sprite-swap.md#flipbook-animation-swap) and [Animated Swap](ex-sprite-swap.md#animated-swap) and so on. Refer to the respective Sample documentation pages for more information. diff --git a/Documentation~/Examples.md b/Documentation~/Examples.md index 131d50fe..9fedb661 100644 --- a/Documentation~/Examples.md +++ b/Documentation~/Examples.md @@ -11,7 +11,6 @@ The following is the list of Sample projects and their respective documentation. - [Simple](ex-simple.md) - a single Sprite rig with simple bone hierarchy and rigging. - [Single Skinned Sprite](ex-single-skinned-sprite.md) - a more advance single Sprite actor. -- [Multiple Skinned Sprites](ex-multiple-skinned-sprites.md) - Multiple Sprites from a single Texture - [Character](ex-psd-importer.md) - Imported with the PSD Importer - [Sprite Swap](ex-sprite-swap.md) - - Contains examples of the many different ways that Sprite Swap can be used. - [Flipbook Animation Swap](ex-sprite-swap.md#flipbook-animation-swap) diff --git a/Documentation~/FFanimation.md b/Documentation~/FFanimation.md deleted file mode 100644 index 0fb34fed..00000000 --- a/Documentation~/FFanimation.md +++ /dev/null @@ -1,17 +0,0 @@ -# Frame-by-frame animation - -By using [Sprite Swap](SpriteSwapIntro.md), you can create frame-by-frame style animations by swapping to different Sprites on each frame at runtime. This is useful for simple animations, such as to show a character blinking. The following steps assume that you have a working knowledge of the [Sprite Library Asset](SLAsset.md) features. - -1. Create a Sprite Library Asset and add a new **Category**. - -2. Add the Sprite for each frame of the animation to this **Category**, and give each of the Sprites a unique **Label** name. - -3. Create a GameObject and add the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component to it, then add the [Sprite Resolver](SLAsset.md#sprite-resolver-component) component to it. - -4. Open the [Animation](https://docs.unity3d.com/Manual/AnimationOverview.html) window, and select the GameObject from step 3. Create a new [Animation Clip](https://docs.unity3d.com/Manual/animeditor-CreatingANewAnimationClip.html) if required. - -5. Enable [keyframe recording](https://docs.unity3d.com/Manual/animeditor-AnimatingAGameObject.html) in the Animation Window.
![](images/2d-anim-ffanim-keyframe-recording.png) - -6. Go to the Sprite Resolver’s Inspector window, and select the **Category** and **Label** for the Sprite that you want to start the animation clip from.
![](images/2d-anim-sprite-resolver-example.png). The selected Sprite is recorded to that keyframe. - -7. Repeat step 6 by replacing the Sprite with the next one in sequence. By changing the **Category** and **Label** values of in Sprite Resolver, the frame-by-frame animation style is simulated. diff --git a/Documentation~/SpriteSkin.md b/Documentation~/SpriteSkin.md index 995719cb..39905ef9 100644 --- a/Documentation~/SpriteSkin.md +++ b/Documentation~/SpriteSkin.md @@ -5,7 +5,7 @@ After [preparing and importing](PreparingArtwork.md) your artwork into Unity, br The Sprite Skin deforms a Sprite by using GameObject Transforms to represent the bones that were added to the Sprite in the Skinning Editor module. -![](images/2D-optional-perf-boost-enabled.png)
Sprite Skin component settings. +![](images/2D-spriteskin-component.png)
Sprite Skin component settings. Property | Function --------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -15,8 +15,6 @@ Property | Function **Bones** | This shows the list of bones that are being set up for the Sprite in the Skinning Editor module. Each Sprite’s **Bone** entry must have a GameObject Transform associated with it for correct deformation. **Create Bones** | The button lets you create GameObject Transform(s) to represent the Sprite’s Bone and assign them to the **Root Bone** property and the individual Bones entry. The Root Bone that is created is placed as a child of the GameObject of the Sprite Skin. The button is only enabled if the Root Bone property isn't assigned. **Reset Bind Pose** | The button resets the GameObject Transforms assigned in the Bones entry to the bind pose value set up for the Sprite in the Skinning Editor module. -**Enable Batching** | If enabled, the Sprite Skin deforms the Sprite in batches for [optimization purposes](#optional-performance-boost). This option is only available when the Burst and Collections packages are installed. If either of them are missing, the checkbox is disabled and the Inspector displays the following message. -- |![](images/2D-optional-perf-boost-disabled.png) ## Auto Rebind When you enable **Auto Rebind**, Sprite Skin attempts to automatically locate the GameObject Transform that is needed for the current Sprite assigned to the Sprite Renderer. This is triggered when the Sprite in the Sprite Renderer property is changed. @@ -31,9 +29,4 @@ For the Sprite Skin component to automatically locate the bones successfully, Ga ![](images/2d-anim-sprite-skin-root-bone.png) -By setting the Sprite Skin’s **Root Bone** property to the correct GameObject Transform, Sprite Skin will then map the GameObject Transform to the Sprite’s rigged bone of the same name. For the **Auto Rebind** to be successful, the name and the hierarchy of the rigged bones and the GameObject Transforms must match. This means that changing the name of the bones in the Skinning Editor will require you to update the names of the GameObject Transforms to match as well. - -## Optional performance boost -When animating your characters, you can improve the runtime performance of the animated Sprite’s deformation by installing both the [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) and [Collections](https://docs.unity3d.com/Packages/com.unity.collections@latest) packages from the [Package Manager](https://docs.unity3d.com/Manual/upm-ui.html). This allows the 2D Animation package to use Burst compilation to speed up Unity’s processing of Sprite mesh deformation. - -The package has been tested with [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) version 1.4.1 and [Collections](https://docs.unity3d.com/Packages/com.unity.collections@latest) version 0.9.0-preview.6. However if you encounter any bugs, you can turn the optional performance boost off by disabling the __Enable batching__ option. +By setting the Sprite Skin’s **Root Bone** property to the correct GameObject Transform, Sprite Skin will then map the GameObject Transform to the Sprite’s rigged bone of the same name. For the **Auto Rebind** to be successful, the name and the hierarchy of the rigged bones and the GameObject Transforms must match. This means that changing the name of the bones in the Skinning Editor will require you to update the names of the GameObject Transforms to match as well. \ No newline at end of file diff --git a/Documentation~/SpriteSwapIntro.md b/Documentation~/SpriteSwapIntro.md index c974e782..3ba00bee 100644 --- a/Documentation~/SpriteSwapIntro.md +++ b/Documentation~/SpriteSwapIntro.md @@ -1,7 +1,7 @@ # Sprite Swapping __Sprite Swap__ is a feature that enables you to change a GameObject’s rendered Sprite at runtime. This has a number of uses, such as easily creating multiple characters which [share a skeleton](ex-skeleton-sharing.md) (requires the [PSD Importer package](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest)) or [reuse existing bone and Mesh data](SkinEdToolsShortcuts.md#copy-and-paste-behavior) while looking visually different. -Using Sprite Swap to change the rendered Sprites on each frame at runtime, you can even simulate a [frame-by-frame animation](FFanimation.md) style. The 2D Animation package comes with several Sample projects of the other different ways you can use Sprite Swap to achieve different effects and features, refer to the [Sample documentation here](ex-sprite-swap.md) for more information about these examples. +The 2D Animation package comes with several Sample projects of different ways you can use Sprite Swap to achieve different effects and features, refer to the [Sample documentation here](ex-sprite-swap.md) for more information about these examples. ## Sprite Swap Assets and components Sprite Swap requires the following Assets and components, which are all included with the 2D Animation package: diff --git a/Documentation~/SpriteVis.md b/Documentation~/SpriteVis.md index 4323f674..cda22d65 100644 --- a/Documentation~/SpriteVis.md +++ b/Documentation~/SpriteVis.md @@ -11,9 +11,6 @@ The panel appears on the right-side of the editor window. It has two sliders at The **Bone** tab displays the [Bone hierarchy](#bone-tab-and-hierarchy-tree) of the character Prefab. The **Sprite** tab displays the names of the Sprites and their grouping hierarchy. - -**Note:** You cannot create or define a [Sprite Library Asset](SLAsset.md) within the Skinning Editor module from 2D Animation version 6.0 onwards, and the **Category** and **Label** columns have been removed from the Sprite Visibility panel. Please refer to the [Sprite Library Asset documentation](SLAsset.md) for more information. - ## Bone tab and hierarchy tree ![](images/bone_tree.PNG)
The Bone tab selected. @@ -23,12 +20,13 @@ Select the __Bone__ tab to view the list of bones in the character Prefab. The l | Property | Function | | ------------------------------- | ------------------------------------------------------------ | | ![](images/visibility_icon.png) | Toggle the visibility of each bone by selecting this icon next to the bone. | +| ![](images/visibility_icon.png) +Alt (macOS: +Option) | Toggle the visibility of a bone and its children by selecting this icon while holding Alt (macOS: holding Option). | | __Bone__ | The name of the Bone. | | __Depth__ | Displays the Z-value of bones that are influencing the same Sprite Mesh. The parts of the Mesh that is influenced by a bone with higher **Depth** value will render in front of the Mesh influenced by bones with lower **Depth** value.
A bone’s **Depth** value is 0 by default. | | __Color__ | The color of the Bone. | ## Sprite tab -Select the __Sprite tab__ to see the list of Sprites that make up the character Prefab in the Skinning editor window. The names and order of the Sprites mirror their names, layer and grouping order in the original source file. +Select the __Sprite tab__ to see the list of Sprites that make up the character Prefab in the Skinning editor window. The names and order of the Sprites mirror their names, layer and grouping order in the original source file. Toggle the visibility of a Layer by selecting the ![](images/visibility_icon.png) icon next to it. Hold Alt (macOS: hold Option) to view it in isolation and hide every other Layer. ![](images/2D-animation-v7-sprite-tab.png) diff --git a/Documentation~/TableOfContents.md b/Documentation~/TableOfContents.md index c74c5693..571329b2 100644 --- a/Documentation~/TableOfContents.md +++ b/Documentation~/TableOfContents.md @@ -15,11 +15,9 @@ * [Setting up Sprite Swap](SpriteSwapSetup) * [Swapping individual Sprites](CharacterParts) * [Swapping Sprite Library Assets](SLASwap) - * [Frame-by-frame Animation](FFanimation) * [Importing Samples](Examples) * [Simple](ex-simple) * [Single Skinned Sprite](ex-single-skinned-sprite) - * [Multiple Skinned Sprites](ex-multiple-skinned-sprites) * [Character](ex-psd-importer) * [Sprite Swap examples](ex-sprite-swap) * [Skeleton Sharing](ex-skeleton-sharing) diff --git a/Documentation~/ex-multiple-skinned-sprites.md b/Documentation~/ex-multiple-skinned-sprites.md deleted file mode 100644 index 2ccdc6a4..00000000 --- a/Documentation~/ex-multiple-skinned-sprites.md +++ /dev/null @@ -1,26 +0,0 @@ -# Multiple Sprites from a single imported Texture -This sample shows a rigged actor that is made out of multiple Sprites. The Sprites are derived from a single imported Texture, which was imported with its **Texture Type** set to Sprite (2D and UI) and **Sprite Mode** set to Multiple. - -![](images/2D-animation-samples-multiskin-sample.png) - -Open the Asset `Assets/Samples/2D Animation/[X.Y.Z]/Samples/3 Multiple Skinned Sprites/Sprites/Rikr.png` in the [Skinning Editor](SkinningEditor.md) module to examine how the Sprite is rigged. - -![](images/2D-animation-samples-multiskin-skinning-module.png) - -The `_Multiple Skinned Sprites` sample Scene shows how the Asset is used in a Scene when it is animated with animation that [deforms](SpriteSkin.md) its Sprite mesh. - -![](images/2D-animation-samples-multiskin-rig.png) - -Follow the steps below to reconstruct the `_Multiple Skinned Sprites Sprite` sample Scene: - -1. Create an empty GameObject, and add the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) to it. Assign one of the Sprites of `Rikr` to the component's **Sprite** property. - -2. Add the [Sprite Skin](SpriteSkin.md) component to the GameObject, and go to the component's Inspector window. Select **Create Bones** to create GameObject Transforms which represent the bones of this Sprite.
![](images/2D-animation-samples-multiskin-bone-tree.png) - -3. Repeat steps 1 to 2 for each Sprite in the `Rikr` Asset. Go to the [Skinning Editor](SkinningEditor.md), and [create and rig the bones](SkinEdToolsShortcuts.md#bone-tools) of the actor as shown in the fully constructed example. - -4. Arrange the GameObjects created in steps 1-2 so that they form the actor in its neutral position. To control the Sprite drawing order (which determines which Sprites appear above the others), go to each GameObject's Sprite Renderer and adjust the value of its **Order In Layer** property.
![](images/2D-animation-samples-multiskin-nopose.png)
Bones created in the Skinning Editor but the GameObjects are clumped together in the Scene view.
![](images/2D-animation-samples-multiskin-posed.png)
The GameObjects rearranged to mimic the original actor. - -5. Create another GameObject at the root of all the GameObjects, and call it 'Rikr_Root'. Reparent the 'Rikr_Body' GameObject to the 'Rikr_Root' as its child. - -6. Add the [Animator component](https://docs.unity3d.com/Manual/class-Animator.html) to the 'Rikr_Root' GameObject. Locate the Rikir [Animator Controller Asset](https://docs.unity3d.com/Manual/Animator.html) in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/3 Multiple Skinned Sprites/Animation/Animator/Rikr` and assign this Asset to the Animator’s **Controller** property. diff --git a/Documentation~/ex-psd-importer.md b/Documentation~/ex-psd-importer.md index e121578c..b70c4af8 100644 --- a/Documentation~/ex-psd-importer.md +++ b/Documentation~/ex-psd-importer.md @@ -1,9 +1,9 @@ # Rigging a character imported with the PSD Importer -This sample demonstrates how to rig an actor that is made from multiple Sprites, when its source file is imported with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/). This example requires the PSD Importer to be installed. +This sample demonstrates how to rig an actor that is made from multiple Sprites, imported with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/). ![](images/2D-animation-samples-character-sample.png) -Open the Asset `Assets/Samples/2D Animation/[X.Y.Z]/Samples/4 Character/Sprites/Fei.psb` in the [Skinning Editor](SkinningEditor.md) module to examine how the Sprite is rigged. +Open the Asset `Assets/Samples/2D Animation/[X.Y.Z]/Samples/3 Character/Sprites/Fei.psb` in the [Skinning Editor](SkinningEditor.md) module to examine how the Sprite is rigged. ![](images/2D-animation-samples-character-skinning-module.png) diff --git a/Documentation~/ex-runtime-swap.md b/Documentation~/ex-runtime-swap.md index 40e9cb9f..65aa9ea5 100644 --- a/Documentation~/ex-runtime-swap.md +++ b/Documentation~/ex-runtime-swap.md @@ -4,10 +4,10 @@ This sample demonstrates how you can use the Sprite Library API to override a sp ![](images/2D-animation-samples-runtimeswap.png) The graphic Assets are located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`: -- `Primary.psb` +- `Knight.psb` - `Skeleton.psb` -The `Skeleton.psb` uses the [.skeleton Asset](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html?subfolder=/manual/PSD-importer-properties.html%23main-skeleton) from the `Primary.psb` for its rigging. It also references the `Primary.spriteLib` Sprite Library Asset located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`. +The `Skeleton.psb` uses the [.skeleton Asset](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html?subfolder=/manual/PSD-importer-properties.html%23main-skeleton) from the `Knight.psb` for its rigging. It also references the `Knight.spriteLib` Sprite Library Asset located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`. ## Runtime Swap script A custom MonoBehaviour script called the `RuntimeSwap` is attached to the `KnigtboyRig` GameObject. The script is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Scripts/Runtime/RuntimeSwap.cs` @@ -18,7 +18,7 @@ Pressing a button (in the sample Scene) with a Sprite from the `Skeleton.psb` ca m_SpriteLibraryTarget.AddOverride(entry.sprite, entry.category, entry.entry); ``` -Pressing a button with a Sprite from the `Primary.psb` causes the script to use the override rest API from the Sprite Library to remove the Sprite Entry override. +Pressing a button with a Sprite from the `Knight.psb` causes the script to use the override rest API from the Sprite Library to remove the Sprite Entry override. ```c++ m_SpriteLibraryTarget.RemoveOverride(entry.category, entry.entry); diff --git a/Documentation~/ex-simple.md b/Documentation~/ex-simple.md index 8196d03d..ca95ed08 100644 --- a/Documentation~/ex-simple.md +++ b/Documentation~/ex-simple.md @@ -1,10 +1,10 @@ # Simple single Sprite actor and rig -This sample shows a simple single Sprite rigged actor, which was imported with its **Texture Type** set to Sprite (2D and UI) and **Sprite Mode** set to Single. The Project and Assets can be found in the following location (the version number folder may differ): +This sample shows a simple single Sprite rigged actor, which was imported with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) package. The Project and Assets can be found in the following location (the version number folder may differ): -![](images/2D-animation-samples-simple-import.png)
Sample project location in the Project window (for 2D Animation 8.0). +![](images/2D-animation-samples-simple-import.png)
Sample project location in the Project window (for 2D Animation 9.0). -Open the Asset `Assets/Samples/2D Animation/[X.Y.Z]/Samples/1 Simple/Sprites/Boris.png` in the [Skinning Editor](SkinningEditor.md) module to examine how the Sprite is rigged. +Open the Asset `Assets/Samples/2D Animation/[X.Y.Z]/Samples/1 Simple/Sprites/Boris.psd` in the [Skinning Editor](SkinningEditor.md) module to examine how the Sprite is rigged. ![](images/2D-animation-samples-simple-skinning-module.png) @@ -16,20 +16,12 @@ The `_Simple` Scene shows how the Asset is used in a Scene when it is animated w Follow the steps below to reconstruct this `_Simple` sample Scene: -1. Create a new Scene, and create two empty GameObjects. Name one 'Root', and the other 'Boris'. +1. Create a new Scene, and create one empty GameObject and name it 'Root'. -2. Attach the 'Boris' GameObject to the Root GameObject as its child. +2. Drag the 'Boris' psd file into the scene and attach it to the Root GameObject as its child. -3. Add the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component to the 'Boris' GameObject. +3. Add an [Animator component](https://docs.unity3d.com/Manual/class-Animator.html) to the 'Root' GameObject. -4. Assign the 'Boris' Sprite to the Sprite Renderer’s **Sprite** property. +4. Locate the Root [Animator Controller Asset](https://docs.unity3d.com/Manual/Animator.html) in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/1 Simple/Animation/Animator/Root.controller`. Assign this Asset to the Animator component's **Controller** property. -5. Add the [Sprite Skin](SpriteSkin.md) component to the 'Boris' GameObject, and go to the component's Inspector window. Select **Create Bones** to create GameObject Transforms which represent the bones of this Sprite. - - ![](images/2D-animation-samples-simple-rigged.png) - -6. Add an [Animator component](https://docs.unity3d.com/Manual/class-Animator.html) to the 'Root' GameObject. - -7. Locate the Root [Animator Controller Asset](https://docs.unity3d.com/Manual/Animator.html) in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/1 Simple/Animation/Animator/Root.controller`. Assign this Asset to the Animator component's **Controller** property. - -8. Add a Animator component to the 'Boris' GameObject. Locate the Boris [Animator Controller Asset](https://docs.unity3d.com/Manual/Animator.html) in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/1 Simple/Animation/Animator/Boris.controller` and assign this Asset to the Animator’s **Controller** property. +5. Add an Animator component to the 'Boris' GameObject. Locate the Boris [Animator Controller Asset](https://docs.unity3d.com/Manual/Animator.html) in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/1 Simple/Animation/Animator/Boris.controller` and assign this Asset to the Animator’s **Controller** property. diff --git a/Documentation~/ex-single-skinned-sprite.md b/Documentation~/ex-single-skinned-sprite.md index ce69968b..80d540eb 100644 --- a/Documentation~/ex-single-skinned-sprite.md +++ b/Documentation~/ex-single-skinned-sprite.md @@ -1,11 +1,11 @@ # Single Sprite rig with bone branching -This sample project is a slightly more complex example of a single Sprite rig similar to the [Simple](ex-simple.md) project, but with bone branching instead of a single branch rig. The Sprite is imported with its **Texture Type** set to Sprite (2D and UI) and **Sprite Mode** set to Single. +This sample project is a slightly more complex example of a single Sprite rig similar to the [Simple](ex-simple.md) project, but with bone branching instead of a single branch rig. The Sprite was imported with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) package. The Project and Assets can be found in the following location (the version number folder may differ): ![](images/2D-animation-samples-single-skin-sample.png) -Open the Asset `Assets/Samples/2D Animation/[X.Y.Z]/Samples/2 Single Skinned Sprite/Sprites/Plunkah.png` in the [Skinning Editor](SkinningEditor.md) module to examine how the Sprite is rigged. +Open the Asset `Assets/Samples/2D Animation/[X.Y.Z]/Samples/2 Single Skinned Sprite/Sprites/Plunkah.psd` in the [Skinning Editor](SkinningEditor.md) module to examine how the Sprite is rigged. ![](images/2D-animation-samples-single-skin-skinning-module.png) @@ -15,10 +15,6 @@ The `_Single Skinned Sprite` sample Scene show how the Asset is used in a Scene Follow the steps below to reconstruct the `_Single Skinned Sprite` sample Scene: -1. Create a new Scene, and create an empty GameObject. Name this GameObject 'Plunkah'. +1. Create a new Scene, and drag the 'Plunkah' psd file into the scene. -2. Add the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component and go to its Inspector window. Assign the 'Plunkah' Sprite to its **Sprite** property. - -3. Add the [Sprite Skin](SpriteSkin.md) component to the 'Plunkah' GameObject, and go to the component's Inspector window. Select **Create Bones** to create GameObject Transforms which represent the bones of this Sprite. - -4. Add the [Animator component](https://docs.unity3d.com/Manual/class-Animator.html) to the 'Plunkah' GameObject. Locate the Plunkah [Animator Controller Asset](https://docs.unity3d.com/Manual/Animator.html) in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/2 Single Skinned Sprite/Animation/Plunkah.controller` and assign this Asset to the Animator’s **Controller** property. +2. Add the [Animator component](https://docs.unity3d.com/Manual/class-Animator.html) to the 'Plunkah' GameObject. Locate the Plunkah [Animator Controller Asset](https://docs.unity3d.com/Manual/Animator.html) in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/2 Single Skinned Sprite/Animation/Plunkah.controller` and assign this Asset to the Animator’s **Controller** property. \ No newline at end of file diff --git a/Documentation~/ex-skeleton-sharing.md b/Documentation~/ex-skeleton-sharing.md index d92e3b55..3e70dbbe 100644 --- a/Documentation~/ex-skeleton-sharing.md +++ b/Documentation~/ex-skeleton-sharing.md @@ -3,22 +3,22 @@ This sample demonstrates how Skeleton sharing can be set up and leverages on the ![](images/2D-animation-samples-skelesharing.png) -This sample's setup is similar to the one in the [Full Skin Swap](ex-sprite-swap.md#full-skin-swap) sample. However instead of using [multi-skinned Sprites](ex-multiple-skinned-sprites.md), this example uses the Prefab generated by the PSD Importer. The visual Assets are located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`: +This sample's setup is similar to the one in the [Full Skin Swap](ex-sprite-swap.md#full-skin-swap) sample. The visual Assets are located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`: -- `Primary.psb` -- `Variant.psb` +- `Knight.psb` +- `Wolf.psb` -The `Variant.psb` uses the [.skeleton Asset](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html?subfolder=/manual/PSD-importer-properties.html%23main-skeleton) from the `Primary.psb`, which means that the `Variant.psb` is prepared using the same skeleton structure as the `Primary.psb`. +The `Wolf.psb` uses the [.skeleton Asset](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html?subfolder=/manual/PSD-importer-properties.html%23main-skeleton) from the `Knight.psb`, which means that the `Wolf.psb` is prepared using the same skeleton structure as the `Knight.psb`. ![](images/2D-animation-samples-skelesharing-properties.png) -The `Variant` actor also uses the following Sprite Library Assets located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`: +The `Wolf` actor also uses the following Sprite Library Assets located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`: -- `Primary.spriteLib` -- `Variant.spriteLib` +- `Knight.spriteLib` +- `Wolf.spriteLib` -The `Primary.spriteLib` is assigned to the **Main Library** property for the `Variant.spriteLib` is. The `Variant.spriteLib` has been setup so that the **torso** Category is not overridden, which allows it to use the Sprite from `Primary.spriteLib`. +The `Knight.spriteLib` is assigned to the **Main Library** property for the `Wolf.spriteLib` is. The `Wolf.spriteLib` has been setup so that the **torso** Category is not overridden, which allows it to use the Sprite from `Knight.spriteLib`. ![](images/2D-animation-samples-skelesharing-SLAsset.png) -![](images/2D-animation-samples-skelesharing-SLAsset2.png)
The Variant actor uses the same torso Sprite as the Primary actor. +![](images/2D-animation-samples-skelesharing-SLAsset2.png)
The Wolf actor uses the same torso Sprite as the Knight actor. diff --git a/Documentation~/ex-sprite-swap.md b/Documentation~/ex-sprite-swap.md index bbc36b69..8f133638 100644 --- a/Documentation~/ex-sprite-swap.md +++ b/Documentation~/ex-sprite-swap.md @@ -3,9 +3,8 @@ This following sample projects demonstrate the different ways you can use Sprite ![](images/2D-animation-samples-spriteswap-Scenes.png) -The Scenes for the following samples can be all found in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap`: +The Scenes for the following samples can be all found in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/4 SpriteSwap`: -- [Flipbook Animation Swap](#flipbook-animation-swap) - [Animated swap](#animated-swap) - [Part swap](#part-swap) - [Full skin swap](#full-skin-swap) @@ -13,41 +12,10 @@ The Scenes for the following samples can be all found in `Assets/Samples/2D Anim - [Skeleton Sharing](ex-skeleton-sharing.md) - [Runtime Swap](ex-runtime-swap.md) -## Flipbook Animation Swap -This sample demonstrates how to use Sprite Swap to create a reusable Animation Clip which mimics a flipbook-style animation. Open the Scene `1 Flipbook Animation Swap.unity` to see it in action. - -![](images/2D-animation-samples-spriteswap-screenshot.png) - -The three Sprite Library Assets used in this example are located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 Sprite Swap/Sprite Library`: - -- `Hero.spriteLib` -- `Zombie1.spriteLib` -- `Zombie2.spriteLib` - -The Sprites for these Sprite Library Assets are derived from `Scavengers_SpriteSheet.png`, which is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`. All three Sprite Library Assets have the same number of Categories; and their Categories and Entries have the same name. - -![](images/2D-animation-samples-spriteswap-SLAsset.png)
The Categories and Label names of the `Hero.spriteLib`, which are identical to the two other Sprite Library Assets. - -Follow the steps below to reconstruct the `1 Flipbook Animation Swap` sample Scene: - -1. Create an empty GameObject and name it `Hero`. Add the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component and go to its Inspector window. Assign one of the Sprites used in `Hero.spriteLib`. to its **Sprite** property. - -2. Add the [Sprite Library component](SLAsset.md#sprite-library-component) and assign the `Hero.spriteLib` to its **Sprite Library Asset** property. Then add the [Sprite Resolver component](SLAsset.md#sprite-resolver-component) to the same GameObject. - -3. Add the [Animation component](https://docs.unity3d.com/Manual/class-Animation.html). Locate the `Scavengers.anim` [Animation Clip](https://docs.unity3d.com/Manual/AnimationClips.html) in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Animation` and assign this Asset to the component's **Animation** property. - -4. Duplicate the `Hero` GameObject and rename the copy to `Zombie1`. - - In `Zombie1`'s Sprite Renderer component, set its **Sprite** property to one of the Sprites used in `Zombie1.spriteLib`. - -5. Duplicate the `Hero` GameObject again and rename the copy to `Zombie2`. - - In `Zombie2`'s Sprite Renderer component, set the **Sprite** property to one of the Sprites used in `Zombie2.spriteLib` - -All three GameObjects are now animated with the same Animation Clip. As the Animation Clip plays, the Sprite that each GameObject's Sprite Resolver refers to is swapped which creates the flipbook animation style. By using a different Sprite Library Asset for each GameObject, the same Animation Clip is reused with different Sprites. - ## Animated Swap This sample demonstrates how to use Sprite Swap to create a reusable Animation Clip for animations that include both Sprite swapping and [deformation](SpriteSkin.md) of the Sprites. Note that the following example requires the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) to be installed. -Open the Scene file `2 Animated Swap.unity` to see the sample in action. +Open the Scene file `1 Animated Swap.unity` to see the sample in action. ![](images/2D-animation-samples-spriteswap-animated1.png)
Initial frame with the hands in thumbs-up position. @@ -87,30 +55,30 @@ Follow the steps below to reconstruct the sample Scene: In this sample, the Sprite Library component is not attached to the same GameObject as the Sprite Resolver component. The Sprite Resolver attempts to locate a Sprite Library component starting from the same GameObject it is on and then traverse up the GameObject hierarchy. This lets a single or multiple Sprite Resolvers use the same Sprite Library component by attaching the Sprite Library component to a common root GameObject that the Sprite Resolver components are attached to. ## Part Swap -This sample demonstrates how to swap Sprite Assets using the API provided by changing the Sprite Resolver data. This sample uses some of the Assets and a similar setup to the [Multiple Skinned Sprites](ex-multiple-skinned-sprites.md) sample. Open the `3 Part Swap.unity` Scene to see the sample in action. +This sample demonstrates how to swap Sprite Assets using the API provided by changing the Sprite Resolver data. Open the `2 Part Swap.unity` Scene to see the sample in action. ![](images/2D-animation-samples-partswap-Scene.png) In the Scene, each part has three different visual options that can be swapped. The graphic Assets are located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`: -- `Rikr.png` -- `Rikr Poison.png` -- `Rikr Rage.png` +- `Knight.psb` +- `Skeleton.psb` +- `Witch.psb` -A [Sprite Library Asset](SLAsset.md) containing Sprites made from all three graphic Assets above is created. A Category is created for each body part of the actor, with three Entries derived from the three different versions of the character. The Asset is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprite Library/Rikr Full.spriteLib`. +A [Sprite Library Asset](SLAsset.md) containing Sprites made from all three graphic Assets above is created. A Category is created for each body part of the actor, with three Entries derived from the three different versions of the character. The Asset is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprite Library/Part Swap.spriteLib`. ![](images/2D-animation-samples-partswap-SLasset.png)Corresponding parts from each of the three versions of the actor, and named accordingly. -Attach the Sprite Library component to the `Rikr_Root` GameObject in the Scene. Assign the `Rikr Full.spriteLib` Asset to its **Sprite Library Asset** property. +Attach the Sprite Library component to the `KnightRig` GameObject in the Scene. Assign the `Part Swap.spriteLib` Asset to its **Sprite Library Asset** property. -Add the Sprite Resolver component to all Sprite Renderers under the `Rikr_Root` GameObject. Assign a Sprite that matches its corresponding GameObject, depending on the body part that GameObject represents. For example, select one of the Sprites in the 'Body' Category for the Sprite Resolver attached to the `Rikr_Body` GameObject and so on. +Add the Sprite Resolver component to all Sprite Renderers under the `KnightRig` GameObject. Assign a Sprite that matches its corresponding GameObject, depending on the body part that GameObject represents. For example, select one of the Sprites in the 'Body' Category for the Sprite Resolver attached to the `KnightRig` GameObject and so on. ![](images/2D-animation-samples-partswap-SLasset-body.png) With this setup, you can swap any part of the actor to another Sprite individually. ### Swap part script -A custom MonoBehaviour script called `SwapPart` is attached to the `Rikr_Root` GameObject. This script is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Scripts/Runtime/SwapPart.cs`. +A custom MonoBehaviour script called `SwapPart` is attached to the `KnightRig` GameObject. This script is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Scripts/Runtime/SwapPart.cs`. ![](images/2D-animation-samples-spriteswap-script.png) @@ -135,30 +103,30 @@ swapOption.spriteResolver.SetCategoryAndLabel(swapOption.category, swapOption.dr ``` ## Full Skin Swap -This sample demonstrates how to swap Sprite visuals using the provided API by changing the [Sprite Library Asset](SLAsset.md) referenced by the Sprite Library component. Open the `4 Full Swap.unity` Scene to see the sample in action. +This sample demonstrates how to swap Sprite visuals using the provided API by changing the [Sprite Library Asset](SLAsset.md) referenced by the Sprite Library component. Open the `3 Full Swap.unity` Scene to see the sample in action. ![](images/2D-animation-samples-fullswap-scene.png) In the Scene, there are three different visual Asset options that you can swap to. The Assets are located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites`: -- `Rikr.png` -- `Rikr Poison.png` -- `Rikr Rage.png` +- `Knight.psb` +- `Wolf.psb` +- `Witch.psb` The Sprite Library Assets have identical Categories, Entries, and Label names but with different Sprites selected. The Assets are located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprite Library`. -- `Rikr.spriteLib` -- `Rikr Posion.spriteLib` -- `Rikr Rage.spriteLib` +- `Knight.spriteLib` +- `Wolf.spriteLib` +- `Witch.spriteLib` -Attach the Sprite Library component to the `Rikr_Root` GameObject. Assign the `Rikr.spriteLib` Asset to its Sprite Library Asset property. +Attach the Sprite Library component to the `KnightRig` GameObject. Assign the `Knight.spriteLib` Asset to its Sprite Library Asset property. -Add the Sprite Resolver component to each of the Sprite Renderers under the `Rikr_Root` GameObject. Assign a Sprite to each Sprite Resolver that corresponds to the body part they are attached to. For example, the `Body` Sprite is selected for the Sprite Resolver attached to the `Rikr_Body` GameObject. +Add the Sprite Resolver component to each of the Sprite Renderers under the `KnightRig` GameObject. Assign a Sprite to each Sprite Resolver that corresponds to the body part they are attached to. For example, the `torso` Sprite is selected for the Sprite Resolver attached to the `torso` GameObject. ![](images/2D-animation-samples-fullswap-sresolver.png) ### Swap Full Skin Script -A custom MonoBehaviour script called `SwapFullSkin` is attached to the` Rikr_Root` GameObject. This script is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Scripts/Runtime/SwapFullSkin.cs` +A custom MonoBehaviour script called `SwapFullSkin` is attached to the` KnightRig` GameObject. This script is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Scripts/Runtime/SwapFullSkin.cs` ![](images/2D-animation-samples-fullswap-script.png) @@ -169,17 +137,17 @@ spriteLibraryTarget.spriteLibraryAsset = spriteLibraries[value]; ``` ## DLC Swap -This sample demonstrates how to swap Sprite visuals by changing the referenced Sprite Library Asset referenced by the Sprite Library component, using the API provided. This sample uses the Assets and a similar setup to the [Multiple Skinned Sprites](#ex-multiple-skinned-sprites) sample, and builds on the [Full Skin Swap](#full-skin-swap) sample. +This sample demonstrates how to swap Sprite visuals by changing the referenced Sprite Library Asset referenced by the Sprite Library component, using the API provided. This sample builds on the [Full Skin Swap](#full-skin-swap) sample. -This difference from the Full Skin Swap method is that the Sprite Library Asset is loaded from an [AssetBundle](https://docs.unity3d.com/Manual/AssetBundlesIntro.html) during runtime and added to the Sprite Library component at a later time. Open the `5 DLC Swap.unity` Scene to see the sample in action. +This difference from the Full Skin Swap method is that the Sprite Library Asset is loaded from an [AssetBundle](https://docs.unity3d.com/Manual/AssetBundlesIntro.html) during runtime and added to the Sprite Library component at a later time. Open the `4 DLC Swap.unity` Scene to see the sample in action. ![](images/2D-animation-samples-DLCswap-scene.png) -To ensure the AssetBundle works correctly, check that the `Rikr_Poison.spriteLib` and `Rikr_Rage.spriteLib` Assets in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprite Library` are labeled with their corresponding AssetBundle tag. +To ensure the AssetBundle works correctly, check that the `Skeleton.spriteLib` Asset in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprite Library` is labeled with its corresponding AssetBundle tag. -![](images/2D-animation-samples-DLCswap-assetbundle-property.png)
The `Rikr_Rage.spriteLib` Asset labeled with 'rikrrage'. +![](images/2D-animation-samples-DLCswap-assetbundle-property.png)
The `Skeleton.spriteLib` Asset labeled with 'skeleton'. ### Load Swap DLC Script A custom MonoBehaviour script called `LoadSwapDLC` is attached to the `Load DLC` GameObject. The script is located in `Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Scripts/Runtime/LoadSwapDLC.cs` -The script starts up when the DLC is loaded, it scan the AssetBundles for any Sprite Library Assets. Once the Sprite Library Assets are loaded, it adds these Entries into the `SwapFullSkin` script from the [Full Skin Swap](#full-skin-swap) sample. +The script starts up when the DLC is loaded, it scan the AssetBundles for any Sprite Library Assets. 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b/Documentation~/images/image_8.png deleted file mode 100644 index aee128b0..00000000 Binary files a/Documentation~/images/image_8.png and /dev/null differ diff --git a/Documentation~/images/image_9.png b/Documentation~/images/image_9.png deleted file mode 100644 index a8009daa..00000000 Binary files a/Documentation~/images/image_9.png and /dev/null differ diff --git a/Documentation~/images/old_2DAnimationV2_ToolPreferences.png b/Documentation~/images/old_2DAnimationV2_ToolPreferences.png deleted file mode 100644 index 26b44184..00000000 Binary files a/Documentation~/images/old_2DAnimationV2_ToolPreferences.png and /dev/null differ diff --git a/Documentation~/index.md b/Documentation~/index.md index 2b92aa4a..b3cd7cfc 100644 --- a/Documentation~/index.md +++ b/Documentation~/index.md @@ -3,6 +3,7 @@ The 2D Animation package includes features and tools that allow you to quickly r Package version | Unity Editor version --|-- +9.x.x | 2022.2 8.x.x | 2022.1 7.x.x | 2021.2 6.x.x | 2021.1 diff --git a/Documentation~/whats-new.md b/Documentation~/whats-new.md index 6f9943c3..e011983c 100644 --- a/Documentation~/whats-new.md +++ b/Documentation~/whats-new.md @@ -1,17 +1,8 @@ -# What's new in version 8.0 -The Sprite Resolver has been changed in 2D Animation version 8.0 onwards so that when the component is keyframed in the Animation window, the value is now stored in a parameter called **Sprite Hash**. - -In previous versions of the 2D Animation package, when keyframing the Sprite Resolver, each individual key would have to be set up to properly swap to the intended Sprite. With this new parameter, there is no need for this additional setup step, you can record the intended swap and it will playback the expected swap accordingly. +# What's new in version 9.0 ## Added -- Added **Character Pivot** tool to the [Skinning Editor](SkinningEditor.md) - -- Added the [2D Animation Asset Upgrader](AssetUpgrader.md) tool to upgrade Sprite Library Assets and Animation Clips to be compatible with 2D Animation package version 8.0 and onwards. - -- Added **Sprite Hash** parameter -![](images/2D-animation-SResolver-anim-v6.png)
The previous Sprite Resolver key.
-![](images/2D-animation-SResolver-anim-v8.png)
The Sprite Resolver key from Animation 8.0 onwards. +- Added a new **Sprite Library Editor** to make authoring and editing of Sprite Libraries easier. ## Updated -- Animation quality-of-life improvements including: - - Support Sprite deformation, Sprite Swap and IK Solvers in Animation preview windows +- 2D Animation now depends on the [Collections package](https://docs.unity3d.com/Packages/com.unity.collections@latest), which enables bursted and multithreaded Sprite deformation by default. +- Sprite Skin's [Auto Rebind](SpriteSkin.md#auto-rebind) can now swap between all bones underneath the rootBone. \ No newline at end of file diff --git a/Editor/Assets/ComponentIcons/Animation.IKCCD On.png b/Editor/Assets/ComponentIcons/Animation.IKCCD On.png new file mode 100644 index 00000000..98281c5b Binary files /dev/null and b/Editor/Assets/ComponentIcons/Animation.IKCCD On.png differ diff --git a/Editor/Assets/ComponentIcons/Animation.IKCCD On.png.meta b/Editor/Assets/ComponentIcons/Animation.IKCCD On.png.meta new file mode 100644 index 00000000..5ec3b63f --- /dev/null +++ b/Editor/Assets/ComponentIcons/Animation.IKCCD On.png.meta @@ -0,0 +1,98 @@ +fileFormatVersion: 2 +guid: 40ca859210cd04b62bbfe0e0d5696d3b +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + platformSettings: + - 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