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Spritesheet for unity converter mac
Spritesheet for unity converter mac












spritesheet for unity converter mac

property Shapes2D::Shape::UserProps::fillColor2įor certain fill types, this is the second fill color used. The Shape‘s fill color, depending on fillType.

spritesheet for unity converter mac

property Shapes2D::Shape::UserProps::fillColor Only areas of the ellipse between startAngle and endAngle will be visible. If shapeType is Ellipse, specifies the end angle in degrees of the visible arc area. property Shapes2D::Shape::UserProps::endAngle The innerCutout and arcAngle properties do not work when correctScaling is turned on and the algorithm is applied. I strongly recommend leaving this disabled unless you really need it, and are able to test that it works reliably in all situations and platforms you care about. With this disabled, a simpler algorithm is used that does a decent job, but outlines may have irregular thickness with thick outlines and very non-circular ellipses. This only applies in cases when the algorithm decides it’s likely to be useful (very non-circular ellipses). If shapeType is Ellipse and outlineSize > 0, enabling this will use a much more complicated (but glitchy) algorithm that tries to apply an equal thickness at all places along the outline. property Shapes2D::Shape::UserProps::correctScaling Set to 0 to have Shapes2D dynamically apply a small amount of blur that varies with the screen resolution. If the Shape has an outline, blur is applied to both the inner and outer parts of the outline. The amount of blur in world units applied to the Shape. Property property Shapes2D::Shape::UserProps::blur Should replace prototype Shapes with sprites (or perhaps an animated mesh, for Platforms and decide if you can afford to use a procedural Shape or if you You should test on each of your supported When prototyping and then either “Convert to Sprite” or replace them withĪrtist-created assets later. If performance becomes an issue, a good workflow is to rapidly create Shapes Performance is much worse and I recommend testing on all target platforms beforeĪttempting to use Shapes2D procedurally. Dynamically modifying Shape propertiesĪt runtime is slower, and I get about 500+ Shapes running at 60fps. Non-complex Shapes on-screen at once at 60fps on my MacBook Pro. Nevertheless, using the included Stress Test demo I am able to get 1000+ Mobile in particular does not have very good performance, depending ChangingĪny Shape properties via scripting causes properties to be re-sent to the GPU which To make things worse, Shapes do not batch and require one Material per Shape. Pixel, so the size of the Shape on the screen matters. Like polygons and paths it can be really expensive. Which is why they look so smooth when scaled up and can be changed at runtime via scripting.įor simple Shapes like rectangles that isn’t such a big deal, but for complex shape types However, before converting to sprite, Shapes are rendered on the fly using shaders, If you convert your Shapes to sprites, then Shapes2D has no impact on the














Spritesheet for unity converter mac