![]() ![]() This bug has only been happening when I updated to the latest version Unity 2019.1.0f2 from 2018.3.12f. I have tried solutions from other posts but they dont work for me: Vector2 size myGameObject.GetComponent ().bounds.size float width size.![]() Optimize your game Download TexturePacker now. Create your sprite sheets in seconds: Create sprite sheets the fast way Download TexturePacker now. My GameObject is simply a prefab created using sprite. TexturePacker and Unity - Sprite sheets and normal maps TexturePacker for Unity TexturePacker is sprite sheet packer and optimizer for professional game developers. Property to set or get the size to render when the SpriteRenderer.drawMode is set to SpriteDrawMode.Sliced or SpriteDrawMode.Tiled. TexturePacker is a tool that specializes in creating sprite sheets. When it is cycled back to the first image again, it is now stretched or compressed and aspect ratio doesn't go back to its original size. 3 Im trying to get the width and height of a 2D GameObject. (is from a game) but Unity cant take good the size of the boxes and i dont know. Unity 3. Have a button to cycle through the images. Unity is automatically converting your textures to dimensions that are a power of two (i.ee 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc). This increases the performance of your game: You can easily manage your sprite sheets. ![]() I thought it was because I updated my game Unity version but I reproduced it on a brand new Unity project and it is doing the exact same thing.Ĭode to change the sprite image to the next image in the sprite array. TexturePacker gives you some advantages over the SpritePacker: You have 70 fewer vertices and 30 less overdraw compared to Unityâs packing. When the sprite changes on the UI image, the aspect ratio/width and height changes for the image and when you go back to the original image, then it becomes stretched or compressed. But now when I have updated it, it doesn't regain its aspect ratio and gets stretched. I updated to the latest software update for Unity which is Unity 2019.1.0f2.Ä«efore when it was version 2018.3.12f, the UI Image's sprite changes normally. Unity is automatically converting your textures to dimensions that are a power of two (i.ee 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc). Using reflection to invoke this function it seems to return the original size of the texture (as opposed to the imported size).Changing UI Image's sprite, preserve aspect ratio is checked but not working. This worked but was very slow due to the need to reimport the texture asset twice.Īfter chatting with some developers in the IRC channel we discovered the internal function "TextureImporter.GetWidthAndHeight". Since Texturepacker has few advanced algorithms, the sprite sheets created using this software was of less size compared to others (without losing image quality). ![]() I thought it was because I updated my game Unity version but I reproduced it on a brand new Unity project and it is doing the exact same thing. Having searched the web thoroughly the best solution that I could come across was to temporarily alter the texture importer settings for a texture asset, and then restore them. When the sprite changes on the UI image, the aspect ratio/width and height changes for the image and when you go back to the original image, then it becomes stretched or compressed. It is often useful to access the original width and height of the texture asset from editor scripts when performing certain calculations, especially when working with things like atlases. So to get the width of these sprites i am using tileWidth (int)tileSet 0. So if you have a texture that measures 210x210 in Photoshop, when imported into Unity the texture will likely read 256x256 due to NPOT and/or maximum resolution. Divide Sprites by a given Width+Height: name0x0 name0x1 name0x2 name1x0 name1x1 Script may be run via Tools > FCO > Compute Sprites. 13 I am trying to create a row out of some square sprites I have. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. By default it is 2048x2048 if I remember correctly. See in GlossaryEditorâs Custom Physics Shapeallows you to edit a Spriteâs Physics Shape, which defines the initial shape of the Spriteâs Collider 2DMeshThe main graphics primitive of Unity. The size of the texture will be as it is in your importer settings. When Unity builds player, it will store the imported uncompressed file in its Data folder near the executable. Unity does not provide a documented API for accessing the width and height of a texture asset before any processing has been applied by the texture importer. First of all, you don't need to reduce resolution on the actual PNG file. ![]()
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