Here we are again with a new chapter of my Unity 3D adventure. In one hand I’m still missing all those code files and class diagrams, but in the other hand, testing the game with a single click, and edit some objects dragging and dropping them around the scene panel is quite wonderful.
In this post I want to introduce the main reason that made me switch from the stable 4.5 Unity version to the 4.6 beta some time ago: the new UI objects and functions! Something the community was waiting for a long time
The beta version was working fine, but all those new fancy things are now in the latest stable version, so it’s time to get familiar with them.
Check other post from the same series:
Finally it’s here, my last post about 2D animation for Unity, and today it’s turn for Spine2D.
Spine 2D is a software created for 2D animation exclusively, external to Unity but with a plug in to include any animation in any Unity project. It worth the pain or is better to use any of the Unity built in options we have seen before? Click on read more to find out!
New week, new article here!
In my last post, I’ve started a new series of posts related to 2D animations for Unity3D with a short introduction to Unity3D Mecanim. Today is time to import some sprite sheets into Unity and try to get an animation from them.
I personally love crafting my own sprite sheets by hand, I feel my 2D animations much more under control, but for this article I’m using a finished sprite sheet. If some wants to know more about how sprite sheets are made, give a look to this post from the good old times. Before adding it to Unity, check if the size of your sprite sheet is power 2 sized (512*512, 1024*512, 1080*1024…) to avoid further issues.
Spite sheets in Unity 3D
In small projects everyone needs to wear multiple hats. That’s why I’m usually coder, designer and animator in most of my games, and I’m not creating sound effects and music because I literally have no time to learn about it.
For that reason I’ve taken a look to some methods to include 2D animations in all the Unity projects I’m creating while I get used to the engine. For now I’ve tested Spine2D, 2D sprites and the animator that Unity provides as a built-in feature, and this article is an introduction to the last one.
Unity Animator’s curves view
After a huge amount of work finally the time comes: the videogame is already finished! Congratulations to everyone who took part in the process! Buy some booze and let’s party!
Then someone realize that there is no money for booze because the game itself does not produce any income stored in the studio main server, the party gets delayed and someone says something about distribution and marketing. Usually is not like that, but it’s a way to show how a game has more assets than most of people thinks. As a teacher said in one of my Software Engineering classes, every file of a project, including documents, code or even images are “software”, and in my opinion, every resource created for a project are part of it even if it’s used externally, like in the Google Play store or the Apple App store. Those resources are logos, screenshots, landing images, icons, press kits… when a game is finished there is still a lot of work to do.
Angry Birds Stella screenshot and icon