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com.unity.2d.animation@9.0.0-pre.3
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## [9.0.0-pre.3] - 2022-05-31
### Changed
- Update dependency package version.

## [9.0.0-pre.2] - 2022-05-20
### Fixed
- Creating a new vertex or an edge outside of the main geometry is now handled correctly. (case 1398541)
- Fixed an issue where null reference exceptions would show when the Skinning Editor was open during play mode. (case 1419720)
- Fixed Sprite Library Asset 'Revert' behavior. (case 1417743)
- Fixed Sprite Library Asset multi-editing in the Inspector window. (case 1417747)
- Fixed an issue where Variant Sprite Libraries would not be updated when the Main Library is changed. (case DANB-5)

### Changed
- Added ability to create Sprite Library Asset variant from the create menu.
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Unity Technologies committed May 31, 2022
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15 changes: 15 additions & 0 deletions CHANGELOG.md
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# Changelog

## [9.0.0-pre.3] - 2022-05-31
### Changed
- Update dependency package version.

## [9.0.0-pre.2] - 2022-05-20
### Fixed
- Creating a new vertex or an edge outside of the main geometry is now handled correctly. (case 1398541)
- Fixed an issue where null reference exceptions would show when the Skinning Editor was open during play mode. (case 1419720)
- Fixed Sprite Library Asset 'Revert' behavior. (case 1417743)
- Fixed Sprite Library Asset multi-editing in the Inspector window. (case 1417747)
- Fixed an issue where Variant Sprite Libraries would not be updated when the Main Library is changed. (case DANB-5)

### Changed
- Added ability to create Sprite Library Asset variant from the create menu.

## [9.0.0-pre.1] - 2022-03-21
### Added
- Added the ability to cancel mesh generation in the Skinning Editor.
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4 changes: 2 additions & 2 deletions Documentation~/AssetUpgrader.md
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Expand Up @@ -3,8 +3,8 @@ The 2D Animation package and its assets are often updated with major and minor t

The 2D Animation Asset Upgrader tool eases the transition and upgrade of older assets to newer ones. This tool has the following features:

- Upgrades [Sprite Library Asset](SLAsset.md) files ending in `.asset` to the newer Sprite Library Asset files ending in `.spriteLib`.
- Moves Sprite Library Assets baked into `.psb` files created in Unity 2019 and Unity 2020 out into their own separate Sprite Library Asset files ending in `.spriteLib`.
- Upgrades [Sprite Library Asset](SLAsset.md) files ending in `.asset` to Sprite Library Source Asset files ending in `.spriteLib`.
- Moves Sprite Library Assets baked into `.psb` files created in Unity 2019 and Unity 2020 out into their own separate Sprite Library Source Asset files ending in `.spriteLib`.
- Upgrades [Animation Clips](https://docs.unity3d.com/Manual/AnimationClips.html) that animate Sprites based on the [Sprite Resolver component](https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/SLAsset.html%23sprite-resolver-component)'s [Category and Label](https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/SLAsset.html%23category) hash in Unity 2019 and Unity 2020, to Sprite Resolver's new **Sprite Hash** property from Unity 2022 onwards.
- Upgrades Animation Clips animating the Sprite Resolver component's **Sprite Key** property in Unity 2021, to Sprite Resolver's new Sprite Hash property from Unity 2022 onwards.

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4 changes: 3 additions & 1 deletion Documentation~/CharacterParts.md
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Expand Up @@ -7,7 +7,9 @@ In the following example, there are two Sprites that are variations of the actor

1. Place the Sprites for both scarves into the same [Sprite Library Asset](SLAsset.md), and add them both to the same **Category** (named `Scarf`).

2. Give each of the Sprites a unique __Label__ name (in this case `green scarf` and `blue scarf` respectively).<br/>![](images/2d-anim-change-parts-SLAsset.png)
2. Give each of the Sprites a unique __Label__ name (in this case `green scarf` and `blue scarf` respectively).
This and the previous step can be automated by dragging and dropping sprites into the Categories tab empty space.
<br/>![](images/2d-anim-change-parts-SLAsset.png)

3. In the Scene, select the [Instantiated Prefab](https://docs.unity3d.com/Manual/InstantiatingPrefabs.html) and then select the `Scarf` GameObject in the Hierarchy window.

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4 changes: 2 additions & 2 deletions Documentation~/SLASwap.md
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Expand Up @@ -9,9 +9,9 @@ The following example shows how to switch from a Sprite Library Asset of color S

2. [Import](PreparingArtwork.md) both .psb files into the Unity Editor. Both become separate Model Prefabs in the Asset window.

3. [Create a Sprite Library Asset](SpriteSwapSetup.md) and assign each Sprite of the actor to a unique [Category](SLAsset.md#category). For convenience, name each Category and Label after the respective body part of the actor. Apply the changes once complete.<br/>![](images/2d-anim-slasset-swap-category-color.png)<br/>The Category and Label names for the parts of the color actor.
3. [Create a Sprite Library Asset](SpriteSwapSetup.md) and assign each Sprite of the actor to a unique [Category](SLAsset.md#Categories). For convenience, name each Category and Label after the respective body part of the actor. You can also drag and drop your Sprites into the empty space in the Categories tab to populate them automatically. Save the changes once complete.<br/>![](images/2d-anim-slasset-swap-category-color.png)<br/>The Category and Label names for the parts of the color actor.

4. Repeat step 3 for the grayscale actor. Use the same Category and Label names for the corresponding gray Sprites.<br/>![](images/2d-anim-slasset-swap-category-gray.png)<br/>The grayscale Sprites with the same corresponding Category and Label names.
4. Repeat step 3 for the grayscale actor. Use the same Category and Label names for the corresponding gray Sprites. Remember that you can drag and drop your Sprites to empty space in the Categories and their corresponding Labels should now have a new Sprite reference.<br/>![](images/2d-anim-slasset-swap-category-gray.png)<br/>The grayscale Sprites with the same corresponding Category and Label names.

5. Drag the color Model Prefab into the Scene view, and go to the root GameObject. Add a [Sprite Library component](SLAsset.md#sprite-library-component) to the root GameObject and assign the color Sprite Library Asset created in step 3 to the **Sprite Library Asset** property.<br/>![](images/2d-anim-slasset-swap-step-5.png)

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