Suppose I have a 2D pixel character like this:
and I want to know if there are some ways in Unity to edit this character's sprite to have movement or attack.
I do believe you have to use the sequence of the sprite to animate it
No, not in Unity. You have to use an image editor to make each frame of the animation yourself, and then use Unity to hook them all up into a cohesive, fluid, interactive motion.
You need to create an animation sequence for your character and simple add all of your animated (images)sprites in the sequence.
You can read more about animations from Unity's official tutorials here: Introduction to Sprite Animations
Related
My 2D character floating when animation starts, the collider is correct and Physics 2D too. How I solve this problem?
Edit Mode
Floating during animation
Idle Animation
Walk Animation
On your screenshots, I don't see the collider moving: transform of your Player and the offset/size of the collider don't change.
It's more probably a problem with your sprite directly.
Maybe take a look at the Sprite editor and check were are pivot points.
so trying to make this as simple as I possibly can (which is next to impossible)
so in the unity editor using the 2d platformer learning thing im trying to switch the player sprites with many sprite lists from https://aamatniekss.itch.io/fantasy-knight-free-pixelart-animated-character for the images I'm trying to make the images into a new sprite animation
I hope I made this straight forward enough.
Use this BRACKEYS TUTORIAL
You need to make sprite sheets or create the animations in the Unity animation system and then trigger them by code or state machine.
https://www.youtube.com/watch?v=87cF8jqVpBA
i found it myself so anyone who needs to know here you go
make sure the sprite isnt in single but multiple.
I am creating a 2D game and I want to add a shooting animation to my character.
I want to add it in a different animation layer so it will affect only the upper body part of my character while not breaking the basic movements animations such as idle, run and jump.
In tutorials and guides, I saw the usage of an avatar mask on 3D models.
Is there an option to use that masking on a 2D character?
Thank you :)
No, Unity doesn't provide out-of-the-box solutions for 2D Avatar Mask. One thing you can do to emulate this feature is split you character's body parts (arms, legs, torso, etc) into different animations, then assign each a Layer in the associated Animator Controller and control them programmatically via script.
I'm trying to animate a hierarchy of 2D sprites (essentially body parts) by explicitly setting sprite positions at various key frames throughout a given animation clip. Unfortunately, Unity is implicitly changing all of the sprite positions using interpolation between key frames. This causes the sprites to look like they're sliding around rather than immediately transitioning into their correct positions.
So far I've come up with 2 rather poor solutions:
I could potentially create separate animation clips for each combination of sprite positions and transition
between them using mecanim parameters or in
code, but this seems tedious at best and inefficient at worst.
I could add more keyframes (either in the animator tab or in the
curves screen) that maintain each sprite position until just before
they need to be updated. This is a slightly better option but also
extremely tedious.
Is there any way to tell Unity to disable animation interpolation at least as far as positions are concerned? Thanks.
In the current version of Unity (2019.3), go to curves view, right click a keyframe node and select Left Tangent -> Constant. You may want to use Right Tangent depending on the use case. That should give you the instant change you're looking for.
Have you checked Brackeys video of animating 2D in Unity? Maybe it can help you :)
The following link is his video on how to animate 2D sprites.
https://www.youtube.com/watch?v=whzomFgjT50
Alright, I've come to the unfortunate conclusion that Unity forces you to use curves when dealing with animation keyframes and that you need to add an extra set of keyframes for abrupt shifts in animation.
I am going to create simple iPad game, in which arrow going to hit balls. Where balls are moving in random direction with random speed. When arrow hits ball there is blast like animation with sound (Collision detection is main thing here). So for this what should i prefer. Should I use simple UIImageView and animation or use COCOS2D. Also I am new to COCOS 2d. Any other options are also appreciated. Thank You.
Use cocos2d Animation .Refer below link
if u have spritesheets try this:
1) http://www.raywenderlich.com/1271/how-to-use-animations-and-sprite-sheets-in-cocos2d
or u have separate images refer this:
2) http://cocos2d-iphone.org/wiki/doku.php/prog_guide:animation
Using cocos2d has a lot od advantages over UIKit. One of the things is box2d which will be very helpful for game like this [at least I got this impression for your question].
Do some research about box2d collision detection.