2/16/2023 0 Comments Duelyst sprites customYou can create your own custom physics shape and edit it in two ways. The generated outline and control points. If you adjust the slider value after generating an outline, to regenerate the outline based on the updated slider value, click Generate again. Use the Outline Tolerance slider to refine the generated outline.Īfter adjusting the Outline Tolerance value, to have Unity automatically generate the physics shape based on the slider settings, click Generate. Leaving the slider at 0 generates a physics shape that more loosely follows the Sprite texture. Increasing the value increases how closely the outline follows the shape of the Sprite texture. ![]() The Generate button is next to the Outline Tolerance slider.Īdjust the Outline Tolerance slider to refine the outline of the physics shape that Unity generates. However, you can adjust how tightly the generated physics shape follows the Sprite texture by adjusting the Outline Tolerance slider. To have Unity automatically generate a physics shape that follows the shape of the original Sprite texture, and that also takes into account transparent areas in the texture, click the Generate button. There are two ways to create a custom physics shape: have Unity automatically generate the shape, or manually creating and editing it in the editor window. The Custom Physics Shape editor provides various functions to allow you to create or generate the physics shape of the Sprite. Select this button to save all changes made in the editor window. Undoes any unsaved recent changes made in the editor window. When you paste the physics shape, if a point in the physics shape exceeds the Sprite’s frame, Unity clamps the point to be inside that Sprite’s frame. Use this function to apply the same physics shape to multiple Sprites in the same Texture (such as when a Texture has its Sprite Mode set to ‘Multiple’). If you have not used the Copy function to copy a physics shape, this button is not available. Use this button to paste a copied physics shape to all Sprites in the Sprite Editor window, regardless of selection. When you paste the physics shape, if a point in the physics shape is larger than the Sprite’s frame, Unity clamps the point to be inside the Sprite’s frame. Then click the Paste button to paste the copied physics shape to the new Sprite. To Paste a copied custom physics shape to another Sprite, in the Project window select the Sprite while the Custom Physics Shape editor window is open. Use this button to paste a copied physics shape to the currently selected Sprite. Leaving the Custom Physics Shape module or closing the Sprite Editor removes the copied physics shape from memory. When you click this button, Unity automatically creates a physics shape outline based on the Outline Tolerance value you set.Īfter you have generated or set up a custom physics shape, click this Copy button to duplicate the custom physics shape. At the maximum value (1), the Sprite Editor generates an outline that follows the outline of the Sprite as closely as possible. At the minimum value (0), the Sprite Editor generates a basic outline around the Sprite. Use this slider to control how tightly and accurately the generated outline follows the outline of the Sprite texture. Snap control points to the nearest pixel. Custom Physics Shape editor properties Свойство: ![]() ![]() The Custom Physics Shape editor Editing a Sprite’s physic shape in the Custom Physics Shape editor. Select Custom Physics Shape from the Sprite Editor drop-down menu. ![]() To open the Custom Physics Shape editor, in the Sprite Editor window, open the upper-left drop-down menu and select the Custom Physics Shape module. To open the Sprite in the Sprite Editor window, in the Sprite’s Inspector window, select the Sprite Editor button. To open the Custom Physics Shape module, in the Project window, select the Sprite you want to edit. You can further refine the Physics Shape through the Collider’s component settings. Use the Sprite Editor’s Custom Physics Shape module to edit a Sprite’s Physics Shape, which defines the initial shape of the Sprite’s Collider 2D Mesh.
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