My sprite cover the edges of other sprite Unity 2D - unity3d

I'm working on a procedural world generation in Unity 2D. But when It spawns my blocks, blocks cover each other. What could be the possible problem? How can I fix it?
Thanks for your help.
Screenshot:
screenshot

It might be because you made the boxcollider2D on your blocks a little too small.
Try to fit the collider perfectly with the edges of the block

Okay, finally managed to solve it. For future people, here's the solution:
So when you export your sprite from Photoshop or whatever program you use, you export it with a preferred size (ex. 128×128 px).
What you need to do is, go ahead and click your .png file in Unity. In the inspector window, you will see an option called "Pixels Per Unit". You have to enter the correct sprite size there.
Apply the changes, and there you go!

Related

Unity 3D 2D Imported Sprites Pixelated

I have this image generated thanks to PowerPoint:
We can see here, the image is not pixelated.
But when I import this in Unity 3D, the result is:
Here you can see the sprite's parameters:
Am I using the correct tool for my sprite creation? (PowerPoint)
If the answer is "No", which tool can I use for avoid this kind of problem?
If the answer is "Yes", how can I avoid this pixelization of my sprite in Unity 3D?
Thanks a lot for your help!
PowerPoint is not the best image editor :D But your sprite looks correct, possible you just set small scale in Unity Scene window for it.
Try increasing your sprite Scale in Scene window. Select it, next in Inspector increase X Y Z Scale parameters in Transform component (it should be on top).
I just tried your image in my Unity editor and it seems fine. Make sure your Sprite Renderer transform scale is set to (1,1,1). For me even that seems not to affect the quality but it is a best practice not to have different distorted scales for everything in your scene.
One tip for improving your sprite quality is to export it in a POT resolution. Meaning that the resolution of the image should be divisible with 4. This way Unity will be able to compress the image with a much higher precision and quality. One resolution example of that is 800x800 or 1920x1080 etc.
Make sure your build target is set to Standalone and not other platform. If you are set to Android for example. check the Android specific compression in your sprite import inspector. That might also affect the quality.
To answer your question on what image editor to use, the best one, in my opinion, is Adobe Photoshop. If you don't want to pay for it, just search for any free image editing tool. But stop using PP, I'm not exactly sure how you have come up with that.

Sprite dislplays all of the frames without acting like an actual sprite

So, i've been trying to make a videogame on unity, and i made my first sprite on piskel. Exported it as PNG but can't seem to make it work on Unity. I imported it as a new sprite and even selected sprite (2D and user UI) on the menu.I selected 2D sprite but it doesn't work. It's just like if I put an image there, and not a sprite.It stays still I even tried using another sprite format More rows
I can't find anyone else with the same problem out there on the internet, so help would be much appreciated. Thank you.
Selecting 2D sprite isn't the full story. You will also need to make the sprite "multiple" instead of "single" and split it up in the editor (now available in the package manager).
That will split it up into frames for you, then you drag and drop a single frame.
https://docs.unity3d.com/Manual/SpriteEditor.html

Line Renderer is not appear on camera using vuforia

I want to create AR of these lines. A room acoustic simulation.
I'm really noobie to unity as well as AR stuff so I tried to create these line using Line Renderer first.
Here is what I have done on unity3D
I haven't use script yet because I have completely no idea how to do it.
So when I tried this on the camera, only the cube was shown, no sign of these lines appearing at all. Anyone have any idea about how to solve this? Thank you.
Update: My LineRenderer setting.
This is all the same for each line renderer, the differences are just the number on x,y and z.
Try unchecking the "use world space" option and place it manually in the environment.

Unity3D does sprite sheet automatically batched?

I know I can use sprite packer to pack sprites so that there will be only one drawCall. If I slice a sprite sheet into multiple sprites, will it have the same effect? I experimented on my own, but there is no batching saved and I am afraid I did something wrong?
I used UI Image. And I used same material on them to hope batch them.
You may open the Frame Debugger to inspect whether your sprites are batched.
See also DrawCallBatching for more details on when and how draw-calls will be batched.

Textures to Object in Unity / Vuforia

I'm trying to do some Augmented Reality in Unity using the Vuforia plugin. I've managed to get everything working (I'm using a 3d model of a car), only the position of the car relative to the marker is wrong when I come to preview it (click the 'Play button at the top and watch through the computer's camera - is 'preview' the right name for this?).
It should be sitting on the the marker in the center, but instead it's floating above the marker and off to the side by quite a bit. The positioning is definitely right in the program itself, so I'm not sure why this isn't reflected in the preview.
Also: at the moment the car is simply an untextured grey object. I realise the textures are included in a subfolder, however I can't drag the entire car's folder (including the Textures subfolder) into the ImageTarget, only the .3ds file itself. Does anyone know how to apply the original textures to the car?
Thanks so much for your help in advance!
Ben
Well, to start answering your question about the drifting away part, you've probably got a Rigidbody attached to your Car? Well, if that's the case, then Go to the Inspector where the Rigidbody is and you'll see constraints.
To avoid it floating off, you might want to check Freeze Positions for whichever direction it needs. Probably Y axis.
Now, I'm not entirely sure if you're using Vector.AddForce to move your objects, but if you are then just check if your car can move if you've put all constraints on.
If you can't then in your code trying using Object.Rigidbody.SetActive(true) when you need it to start moving, and Object.Rigidbody.SetActive(false) when its done.
On the other hand, if you aren't using Vector.AddForce() then remove Rigidbody component if you've used it.
As for the material. If you've got the material in your folder that you've downloaded then just drag and drop it into Assets. Now sometimes your car may be one solid mesh, but some times it may be multiple meshes. So which ever the case. Drag the material from your Assets onto the Hierarchy panel over your car mesh/meshes and it should turn into that color.
Hope it helps. :)