This are my settings in the texture tab (see above). So: the canvas sheet is set to 800 x 800. The textures on the canvas are each sliced 200 x 200 in the Sprite Editor. In AC: 4 rows and 4 columns, like you can see above.
Even with this settings …
I think I tried everything, resized the canvas sprite also in Gimp so it is always 1024 x 1024. But is it even possible to have high resolution animated textures??? If the canvas size is 1024 x 1024 the cursor texture looks "ok", not great…
I meant with layers, the individual pictures of the animation that are merged on one canvas sheet (into one png picture). Thats the way I did it. In Blender the resolution is set to 256 x 256 per frame (picture). And Chris, unfortunately Read/write …
However, if I set the texture type to Cursor, I don't get any complains but... the scale of the texture is set to 1024 x 1280 and in the Game it displays alright with the animation. But again.. my game drops 40 to 50 frames..
So I really am hitting…
And how do you fuse your layers? I fused my layers with Gimp with a filter (combined - Fuse layers).And with this filter I cannot make 6 rows and 6 columns because it doesn't want to do that! In my case I end up with 5 rows and 4 columns. There is n…
@SkyTree Thank you for your long answer! That is much apreciated.
I have the sprite texture set to advanced because I get this Unity error otherwise (if set to Sprite multiple):
UnityException: Texture 'Cross_256x256' is not readable, the texture …
@SkyTree Can you tell me how you made the animated cursor? I just succeeded to get the warning message of "the same width and height scale" gone. But my game drops to 40 frames. Because of a cursor? Even in low res?
After changing the name of the menu it worked. I had this once before. I think it is a bug, a small one but still.. But maybe already solved (still using AC 1.51B)
To my knowledge as far as I used AC it should just work with inventory select item, or check selected item and open Menu. But where does this Action must be called from? I could use the OnVarChange but seems like there must be a more simple way.. An…
1. I agree, sorry for asking it here.2. Let's say one prerendered picture counts as one area of the whole scene. How many area's should I have per scene? I think something like 5 or 6. (There are not many polygons in my scene, except for the charact…
I came to a solution that is far easier and works perfect: make an extra camera, set clear flags to Depth only, put a script that follows the positon of the gamecamera and shadows are always there without any extra complicated layers or what so ever…
You mean to only use the MainCamera? But how should I handle the layers then? If the layers are always on, you will see all layers on top of eachother, or am I wrong? So I need to use the different camera's to switch the particular layers on and off…
Maybe this wasn't a clear question. So my question is: How can I switch my GameCamera's on and off, like it used to be with the 2.5D Camera, with the difference they are really on (not just enabled) or really off? (I mean the 2.5D camera's are alway…
So, the problem is that the MainCamera needs to switch the other camera's, keeping there enabled state to show the shadows (and/or other layer(s)) or disable it when switching to another GameCamera. But now I think of it, that might be what you mean…
Thanks Chris, but I actually meant the GameCamera and not the MainCamera. The GameCamera seems to be disabled at start. I just wrote a script that enables the cam and that also worked. So problem solved it seems. I just doubt this is the right way..
The main problem is that the GameCamera is switched off on start, but that is exactly the camera I need to show the shadow with Clear flags set to Depth only. The MainCamera doesnt render the NavMesh, only the GameCamera does, with the Matte_Shadow …
Thanks Chris, that is a possibility, but with it, other problems arise, such as: I want to cast shadows on my navmesh but the navmesh is visible now. Probably due to the fact I dont use the 2.5D camera anymore.