![]() Having one Sprite Library Asset per character gives you the ability to not have to keep both character textures in memory if not needed. So you would have one Sprite Library Asset fo your Grey Hero, and another one for your Red Hero. The idea in that example is to split the different characters into different Sprite Library Assets. In the Flipbook Animation swap example, we showcase how we would go about setting up the assets and clips for the type of animation you are trying to create. In this version, we merged the categories and label hashes into one hash in the Animation clip, Sprite Key Hash ( documentation link). The second solution is to update all Animation Clips to the same type so that they can all remain in a single Animator Controller, by converting all clips animating a Sprite Renderer’s Sprite to animating a Sprite Resolver’s Sprite Key, or vice versa.Hello seems you are using Unity 2021.1 with 2D Animation 6.0. The first solution is to separate the Animation Clips into separate Animator Controllers that contain only clips that animate either a Sprite Renderer’s Sprite or the Sprite Resolver’s Sprite Key but not both types in the same Animator Controller. To resolve this issue, we advise the following solutions. If these two clips are in the same Animator Controller, they will conflict with each other causing unwanted playback results. In a single Animator Controller, you cannot have one Animation Clip animating the Sprite Renderer’s assigned Sprite while another Animation Clip animates the Sprite Resolver’s Sprite Key. Use the Copy and Paste tools to duplicate the bone and skeleton data from one Sprite to another to ensure they can be swapped correctly. To ensure Sprite Swap works correctly with skeletal animation, the skeleton must be identical between the Sprites being swapped.
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