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Question by nesebra · Nov 08, 2018 at 10:55 AM · animationruntimespriterendererruntime-generationsprite-animation

Anima2D: changing sprites of pre-animated character on runtime

In my project I have only one character, that is animated with the help of Anima2D. Main idea is to load different customization sprites from server at runtime (for example — just to change some clothes of my character). But Anima2D is using SpriteMeshPostprocessor to create SpriteMeshes, which is available only in Editor.

Any ideas how to handle it?

Thanks.

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Answer by Romaleks360 · Feb 06, 2019 at 07:28 PM

Bumping the question

I have to create these SpriteMeshes at runtime from the player's drawings

Google gave me nothing, so I'll try to read the Anima2d's source code and maybe adapt it to runtime if no one did this before

For OP: I would advise you first to make SpriteMeshes in Editor, set them up correctly and then load these .asset files to the server

Then you just download them and place in the "SpriteMesh" field of the SpriteMeshInstance

There's no need for runtime conversion

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