

Unreal’s Editor is similar to Unity’s one, a Content Browser, a World Ouliner (Hierrachy), Details (Inspector)… You won’t get lost since it also use an entity/component system.Īfter creating a project, or running samples, the first thing we can easily notice is: there are tons of objects created at runtime! An Unreal’s project doesn’t come with an empty Scene like in Unity.
#TEXTUREPACKER UNITY 2D PC#
But the awesome thing is: no mac is required to make an iOS build! So Unreal meets Adobe AIR as the only technologies which enable iOS build on Pc and that’s huge! Note I’m a happy mac user, but having choice does matter. Compared to Unity, it feels way slower, I’ve some freeze, crash etc. My old iMac (2013) makes it running, but I wouldn’t imagine crafting a strong 3D project on it. I’d no doubt that it could outperformed Unity on complex 3D rendering stuff, but for this first test I focused on simple 2D stuff to get familiar with the user interface, engine build process, scripting… Unreal Engine sounded like an indomitable beast in my mind (I spent hours on Unreal Tournament when I was young) but coming from an Unity background, the beast was easily tamed! If you never tried the Unreal Engine, the first thing to do is to check the Unreal Engine 4 For Unity Developers! Since a while I wanted to give a try to the Unreal Engine. The Game Developers Conference is coming quickly and we’re impatient to hear the announcement from the big guys!

Reid Kirkpatrick on Retrieving the names of your scenes at runtime with Unity.Andy Miira (Andrei Müller) on Unity – fast build platform switcher script!.Aymeric on Unity – fast build platform switcher script!.jinyiyeh on Unity – generate SpriteSheets at runtime!.
#TEXTUREPACKER UNITY 2D ANDROID#
This combined with editing the Spine JSON data should get me what I need along with a minimal material count.2D AIR Android ANE AR AS3 Back Office Batch C# C++ Cardboard Creative Coding CRUD Desktop Feathers Flash Flash Player Gear Git Haxe HTC Vive HTML5 iOS Java Mac App Store Mail Mobile Oculus openFrameworks Optimization Paper2D Pixi.js Processing Shaders Shell Starling Steam Three.js Unity Unreal Engine VR Vuforia WebGL Windows Worker Recent Comments I just learned that I could use TexturePacker and export for libGDX to get an atlas and image on all the arbitrary sprites I want to use. Any directions for this would be greatly appreciated. Was hoping to have something before I posted here, but I'm still going at it.
#TEXTUREPACKER UNITY 2D CODE#
Is there any way I can get this to NOT generate new Materials for every sprite and stick to just a few Materials containing all the Sprites like Unity's SpriteRenderer? In other words, is there a way to take advantage of Unity's Sprite packer to reduce the number of Materials and maintain a low draw call count?įor solution #2, I'm still working through the Spine Unity Runtime code to try and figure this out. I was able to implement solution #1, but realized that this generates a new Material for every Sprite, increasing the draw calls. The Skeleton will automatically detect the new data and I can edit the slot using SetAttachment(slot_name, sprite_name) on the Skeleton.Ģ.) Write a new AttachmentLoader that does not use a Spine Atlas and, instead, is able to create some custom Attachment for any arbitrary Sprite.

But Unity does.)įrom what I'm seeing on these forums, two of the main routes for something like this would be:ġ.) Write a tool to edit the data in the Spine JSON and Atlas data for the Skeleton so that it includes any sprite assets I want to be able to use on certain slots on the Skeleton. (Arbitrary here meaning that the Spine tool itself may not already know about these sprite assets.

What I want to be able to do is change the various sprites on a Spine animation to arbitrary sprite assets. What I'm already a little familiar with is Unity's new 2D sprite rendering system and the way it automatically packs sprites into atlases based on the Sprite Packing Tags. I just started looking into the Spine Unity Runtime and have been going through these forums to find suggestions on where to begin. I'm looking to develop a 2D paperdoll/clothing system in Unity and recently heard about Spine. Hello! Great tool you guys are developing here!
