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Pivot animator swords
Pivot animator swords







pivot animator swords
  1. #PIVOT ANIMATOR SWORDS MANUAL#
  2. #PIVOT ANIMATOR SWORDS PATCH#
  3. #PIVOT ANIMATOR SWORDS FULL#

Added a 2D physics manager to contain scene settings such as gravity etc.Added a new physics material PhysicsMaterial2D to share friction and bounciness including default material support.Spring joint (SpringJoint2D) supporting a soft (spring) distance between rigid-bodies.Slider joint (SliderJoint2D) supporting an axis constraint, linear limits and motor drive.Hinge joint (HingeJoint2D) supporting linear and angular limits and motor drive.Distance joint (DistanceJoint2D) supporting a hard maximum distance between rigid-bodies.It can be initialized to the shape of a sprite by dragging the sprite onto the component. Polygon collider (PolygonCollider2D) supporting an arbitrary set of polygons.Box collider (BoxCollider2D) supporting a centroid and a size.Circle collider (CircleCollider2D) supporting a centroid and radius.Rigid-body component (RigidBody2D) supporting static/kinematic/dynamic body, mass, linear/angular velocities, drag and auto-sleeping, and fixed-angle constraint.Integrated Box2D physics engine and a set of 2D physics components Packing is completely transparent to the user, works in Play mode and is compatible with asset bundles.Decision of which sprites to place into which atlases can be fully customized by implementing a custom sprite packer policy ().Window/Sprite Packer menu option opens a new window for inspecting the automatically generated sprite atlases.Packing will respect texture import settings and will only pack textures together if format, usage mode, color mode, compression quality, filter mode and mip-map settings match.Packing is based on the generated mesh.Atlas is defined by changing the PackingTag property in texture importer.Sprite Packing (Atlasing), PRO only feature Dragging multiple sprites to scene will create a new GameObject with a SpriteRenderer and sprite animation.

pivot animator swords

  • Dragging a sprite to the scene will create a new GameObject with a SpriteRenderer.
  • Move tool have special Keyboard modifiers.
  • Move tool changes to a dedicated 2D tool with familiar functionality.
  • Scene view axis widget is hidden on 2D mode.
  • If no material is specified, Sprites/Default material (alpha-blended) is used.
  • Supports dynamic batching with non-uniform scaling.
  • #PIVOT ANIMATOR SWORDS PATCH#

  • Uses Material Property Blocks to patch _MainTex with the correct (original or atlased) texture for the active Sprite.
  • Does not requires a material to have _MainTex texture set.
  • #PIVOT ANIMATOR SWORDS FULL#

    It can be used to change the type of mesh generated: Full Rect or Tight (PRO only feature).Īdded a new renderer component: SpriteRenderer Mesh Type property added to Advanced mode.It can be used to extrude the internal sprite mesh edges if needed for custom texture-space effects. Extrude Edges property added to Advanced mode.Sprite Editor button opens new window for editing sprites: Add / Delete sprites manually Automatic and Grid based slicing Change sprite names.

    #PIVOT ANIMATOR SWORDS MANUAL#

    Manual option allows custom Sprite definitions.Pivot property defines sprites center point.Pixels to Units defines the mesh size of the Sprite to 1 / value.Single Sprite option will generate one Sprite using the entire texture.Added Sprite under the "GameObject/Create Other/" menu.Sprite has an internal mesh generated based on pixel alpha values, PRO only feature.Sprite is defined by a Texture2D, rectangle and a pivot point.Release notes 2D Added a new asset type: Sprite









    Pivot animator swords