2D Toolkit Forum
2D Toolkit => Support => Topic started by: bon on June 10, 2013, 08:17:43 am
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Can I add multiple sprite in one frame?
I have a large building texture, and I only want to make animations at its small parts in order to save the memory for texture.
Can I do this in 2d ToolKit?
Thanks a lot!
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2D Toolkit 2.1 hashes individual tile chunks when dicing - it will remove duplicates when it finds them. Animating these isn't as efficient as animating normal sprites, but you could save quite a lot.
One caveat - this isn't a solution to make video, for instance ;) You couldn't throw 1000s of frames with tiny bits moving in there - it will run out of memory building the atlas. It will also take forever.
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Maybe you misunderstood my question? Let me clarify it a bit more.
I want to make an animation with more than one texture in one frame, like the picture below (ignore the skeletal animation).
(http://www.skn3.com/junk/spine/screenshots/spine01.png)
In this way I can make 1000 animation for a character without using more than one set of texture.
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So if you're not doing the skeletal animation, what exactly do you want to do with all the articulated parts? How do you want to animate them?
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If every frame of the animation can have multiple sprite, I can edit them frame by frame.
I wanna know whether 2d toolkit support this.
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No it doesn't - but you could code it yourself. One frame of animation can only have one sprite.
Edit - you could also sync multiple animations together if you wanted to, that will be easy enough to code in there.
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In a similar vein:
Is there a way to stack multiple sprites into a single prefab/gameobject? If I wanted to make a character that's made of a number of "parts" but each part is a single sprite, is there a good way to create a natural grouping of sprites? For example, in the OP's picture above let's break it into 4 pieces: head, arms, body, legs. I'm wondering if there's a way for me to take those sprites and link them into a single unit that I can use elsewhere instead of having to copy/instantiate those 4 pieces every time. I think using that method you could create code that would swap out the sprites to create your "animation."
I tried adding multiple Sprite components to a single object, but that didn't have my intended effect. Is this possible to do?
Sorry if this isn't inline with your topic, OP. I think they're similar enough problems that I didn't want to split it off into a redundant thread.
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Why not just create a prefab of the root object, you won't need to instantiate 4 pieces every time?
You can't have multiple sprite components on a single object - it relies on a meshfilter, and there can be only one of those on a component.