() (at /Users/builduser/buildslave/unity/build/Editor/Mono/ImportSettings/TextureImporterInspector.cs:1386) () (at /Users/builduser/buildslave/unity/build/Editor/Mono/ImportSettings/TextureImporterInspector.cs:1550) (Single pixels) (at /Users/builduser/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:271) NullReferenceException: Object reference not set to an instance of an object However, I'm seeing an exception in the editor: However, all the sprite names, polygon meshes, and animations seem to be importing correctly with the "Sprite (2D and UI)" texture type. I'm using Unity 2017.4.11 (LTS) and I've got the TexturePackerImporter plugin installed, but I'm not seeing the "Texture2D spritesheet" Texture Type as the tutorial explains I should. I'm posting this problem here, since perhaps if there is a solution, it will be useful to others. Is there any quick fixes to this? Since I've updated there is almost no way of going back, and since I am using 's required that I open the sprite sheet (which is causing it to re-import). I am also using Unet 4.6 as our saving method requires us to do so. Leaving this at this state for over 8+ hours my computer crashes Unity stating I've run out of memory.and I can assure I shouldn't have ^^" with over 100gb of storage left for 20 512x512 sprite sheets. This loop will show the "Hold On" window with the green progress bar moving extremely stagnant, reaching half way then freezing for a few minutes, moving a little bit more and then stopping. I tried updating to the next version which created a reeeeeeeaally harmful loop when "reimporting" the sprite sheets with the new TP. It seemed to work fine except for a few glitches here and there (having to publish, trim names and republish again for it to work properly.) Collab somewhere down the line started to really not like this behavior and texture packer completely broke sprite names which broke connections down the line. I originally was running off of TP two updates ago for 2017.3.b1 for Windows 8. I'm also able to pay some amount of money for somebody delivering a solution.TexturePacker still seems to be broken for 2017.3 : (. I'd really be happy if somebody could lend me a hand on this. tres files an option at all? Or do I have to follow another path? Is there already some way to set meshes? Especially for sprites and sprite animations? I've seen in a tweet that Godot is going to get mesh support. It also allows very tight packing of the sprites. This creates less overdraw and improves the performance of games. TexturePacker can create sprite meshes instead of rectangular sprites. There seems to be no way to transport the pivot point from the AtlasTexture to the sprite.Ĥ. There seems no way to tell Godot that a region is rotated Rotated sprites (optional, but would improve packing) tres files works but the preview images don't update. tres files of type "AtlasTexture" with region and margin. Using irregular sprite sheets with trimmed sprites (transparency removed to save space) I would also like to support as many features from TexturePacker as possible.ġ. I'd really like to avoid that users have to perform manual steps to get the updated sprites. How I'd image the things should work (from a users view)ġ) Somebody packs the sprite sheet in TexturePacker, presses publishĢ) User switches to Godot, sprite sheets and sprites are reloaded and refreshed, animations play. Or a complete solution if somebody is able to deliver it -) I am new to Godot engine and currently trying to find a starting point. Recently I get more and more requests for support for Godot engine. My name is Andreas Löw, I develop TexturePacker - a sprite sheet packer and optimization tool.
0 Comments
Leave a Reply. |