Texturepacker extrude
Var s_baseOrthographicSize = Screen.height / 64.0f / 2.0f Ĭ = (s_baseOrthographicSize * 10) I know it has someting to do with the camera orthographicSize but I can't get it right no matter what I do. I got those before (like the one on the door which doesn't use an atlas) but it got really visible with the atlas. The problem is that since then I got some strange artifacts when the camera is at a certain position. Lately I changed the way I make houses to use texture atlas. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine.
Texturepacker extrude full#
Here are some key features of "TexturePacker Pro":High quality color reductionResizing on the flyIntegrate it into your build processTrimming / CroppingCreate heuristic maskResizing on the fly Limitations:7 days trial What's New in This Release: Features:Support for webp image formatStarling / Sparrow exporter: Support for rotated spritesExport of compressed TIFF imagesGeneric exporter: new values available: settings.tpsName texture.size, texture.absoluteFileName, immedName, texture.fullNameGeneric exporter: full access to objects from javascriptUpdated Orx exporterShortcut ctrl+ ctrl- to zoom in / outRemoved restriction on png width and heightBetter support for V-Play engineAdded license agreement as menu itemImproved multipack algorithmFixes:Less exporter: adding texturepath to the image url, replacing blanks in texture name with _Fixed crash on invalid / non-existing SWF filesFixed problem in SpriteKit exporter when loading SWF files and using AutoSDFixed occasional crash when closing TexturePacker on MacOSFixed -quiet and -verbose command line parametersCrash if custom exporter was not foundCustom exporter writes native linefeedsInstalling windows version in 64bit folderGUI / Menu cleanu.You canįree download TexturePacker Pro from Softpedia now.News, Help, Resources, and Conversation. Automated trimming, automated sizing, extreme fast automated layout.Note: If you run your own development blog or are developer of an (open source) game framework you can get TexturePacker for free! Please use the sign up form to request a license. Extrude repeats the outer pixels around a shape to avoid flickering when tiling textures. pvr.ccz format! Especially when working with 16bit textures this new format is faster and smaller than even optimized PNG files.TexturePacker will help you create simple sprite sheets up to 2048x2048 pixels by using GUI and command line. To preserve the colors you can also apply different dithering methods.TexturePacker is the first tool which has direct support for cocos2d's new. Rebuilding your project will also rebuild all sprite sheets with changes.You can optimize your images for different pixel formats, including RGBA4444, RGB565, RGBA8888. When updating your assets just drop them into the assets folder. TexturePacker Pro Description TexturePacker will help you create simple sprite sheets in an easy and simple way in order to reduce memory usage and improve performance. The application comes with a full featured graphical user interface including multi touch support, zooming and a tree view with all used sprites! The extreme fast layout algorithm shows all changes in realtime!Integrate TexturePacker in your build toolchain or add it directly to XCode.