I have one really hard problem without any solution , I tried to update Unity on the newest version and the problem still persist. I don't know if i make any wrong setup of Unity Edit or I need to click something more to import sliced sprites.
My problem is when i upload picture in good quality and when i open up Sprite Editor in unity on the same image i try to do Automatic slice to get more objects from same image..
Something like this i put on settings
It slices everything correctly because i can press onto diffrent objects and see the borders , i click apply and when i press x if he as i click apply again. When Sprite Editor closes i don't get any sliced sprites into my project folder.
So, My question is How to import automatic sliced sprites from sprite editor to my project ?
Please help me it seems I am really dumb to find solution for this alone.
Thank you for your time on reading my post. I hope there is one expert who can help me with this problem.....
p.s. so i slice it like this I click slice, then i click apply and press X on window and i don't see any sprites in my folder....
Found the solution , Everything worked but i didn't know how to open more images , by clicking into image in my sprites on small arrow ->
It show me all the sprites sliced correctly.
Thank you everyone for your help.
Make sure the sprite type is set to "Multiple" and you set the filtering to Point.
This will allow the sprite to be split and expand in the inspector. You won't get multiple files.
Related
I have an image with multiple portraits inside, how can I pick each one of them without cutting the image in photoshop or something like that. The image would be 8 images in row by 3 columns can I do this programatically? Links would help to learn about this topic, not looking for free code, I genuinly don't know how to google for this.
I know in Unity they use images like that for animations and I guess somehow loop through them. In my case I only need to pick one randomly.
I added unity tag because game developers might be more familiar with this.
If my title isn't great please free to edit it.
This is the image
thank you
You can import texture as multiple sprites. Select it in the project hierarchy and then select Multiple.
.
After that, you can click Sprite Editor to split the texture.
In my case, it sliced the picture like this:
This is my first time to make a Unity project. Everything works well on the Game view in Unity Editor. However, after I built the project and played it on Google Chrome, I found that the position of some gameobjects had been changed.
Here is a more detailed explanation. The left is what I saw on the game view, which was perfect. The right side is what I saw after built the project. The position of the grey picture had been changed.
Does anyone know how to fix this?
ps.I am using Unity 2020.3.18 with WebGL platform
Try exporting again but with the same resolution as the game view. In this case you would want to export in a 400x600 resolution (You can also edit the "index.html" file to change and experiment with the resolution). The problem has to do with the fact that changing the resolution of the game can affect where certain objects are and how much you can see.
I want to change some game assets like backgrounds, images and buttons for another ones for an event and I want to let the players switch between the UI skins wherever they want.
Tested creating some GUI Skin but I think thats not what I want.
Right now, before build the game, I manually copy and paste new assets and replace old ones so the files have the same name and Unity changes every image in the game that uses that sprite. When the event finish I do the same with the old images. Bu I want to change that with just a button.
I know I could do the cahnge one by one but, there is any way to do this change withouth having to set all image sprites one by one? maybe changing the "baseSprite" name to "baseSpriteTemp" and the "eventSprite" name to "baseSprite"?
Any idea?
GUISkin is what you would use with the Immediate Mode GUI system, i.e. drawing in script OnGUI functions.
If you are talking about in game assets for the UI and other items, you have options:
Roll your own theming system
Use AssetBundle Variants
Use Addressable assets
I have used asset bundle variants in the past, and they were pretty easy to setup.
Addressables are a newer feature, and as such I have had little experience, but it looks like it can work for what you are looking for.
I'm in the midst of developing a kinect application.
Basically, what I have now is a simple WPF form with 3 buttons, a rightHand image and a leftHand image is tracked and is working.
I have 2 problems though.
1st Problem: Unable to move "hand" pointer to the extreme right and left.
I know this has something to do with bounding box and i'm still looking for a solution online.
2nd Problem: How do I initiate a "click" without making use of Kinect Region and the Kinect Tile Buttons? I'm looking for something similar to the video shown below
https://www.youtube.com/watch?v=d_UqFf4KYJA
If this is what you are looking for ?
X-box common gestures - Open the system menu
I think you have to use timer to check if the current positon is where you want it to be and start a counter for few secs.
Maybe this can help:
Hovering button
I intend in creating a few analog clocks on Visual Studio 2008 (C#) for a school project, but I'm am still a bit unsure on how show I do it..
Should I import an image of a pointer and then add the codes to it to make it spin?
Or should I use some sort of code to actually draw the pointers and move them?
EDIT:
Been looking around the internet but I am not sure on how should I begin... never used any properties on how to actually draw something on C#, can someone tell me how should I proceed to make an analog clock?
It will be easier to draw the hands than to rotate images of the hands, especially since you will need one image for each hand and the images will conflict with each other.
However you choose to do the hands (images or xaml shapes) you'd then animate them with the RotateTransform Msdn has a sample too
You could also use databinding and a timer to change the rotation every second