Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by dyankov · Oct 22, 2013 at 10:58 PM · 2diosspriteisometric

How to organize sprites

Hello,

I'm making an isometric game and I have a character, which needs to run and perform a few attack animations, in all 8 directions. (up, down, left, right + diagonals). In another question here I have read that on the iOS platform my textures should be 2048 at most, in order to support a bit older devices, like the iPhone 3GS.

So I did a few tests. If my sprite sheet is 2048 and the frame size is 256, I will need at least 4 sheets to fit all my sprites. Which makes me think that I'm supposed to ask first :)

So, what's the common practice around this issue?

  • Have a few different materials with separate sprite sheets and switch on the fly?

  • Cut the number of frames in the animation? I'm currently at 24fps and one run cycle is exactly 24.

  • Cut down the frame size? Down to 128 maybe?

Please advise. Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by meat5000 · Oct 22, 2013 at 11:20 PM

Texture swapping actually seems to be a very low intensity exercise.

And yes 2048 is max on mobile atm.

Have one material and simple swap in the 'sprite sheet' texture you wish to use. Are you using offset to change frame?

This may not help you here but Erics TSA is a great example of what can be done. It was written as an alternative to video but can actually be used for many things.

Comment
Add comment · Show 11 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image dyankov · Oct 22, 2013 at 11:26 PM 0
Share

For the frame animations, I'm using a script from a tutorial series on walkerboystudio.com, which seems to be working just fine (the 2D mario clone series). So you are saying that it's ok to have 4 or maybe 8 sheets, each 2048 pixels, for the main character?

avatar image dyankov · Oct 22, 2013 at 11:27 PM 0
Share

I just looked at Erics TSA script, it seems like you are feeding it with a separate texture for each frame, rather than using a sprite sheet. No?

avatar image meat5000 ♦ · Oct 22, 2013 at 11:29 PM 0
Share

I don't see why not.

Try the texture swap animator I linked and try swapping the texture out every frame. If it can handle that without performance drop you will be fine.

I just looked at Erics TSA script, it seems like you are feeding it with a separate texture for each frame, rather than using a sprite sheet. No?

Yep, I linked it for you to see how your game handles swapping a 2048 texture per frame. You can easily modify it too, for other things. Point is, if performance is fine in the worst-case scenario, everything is dandy.

avatar image meat5000 ♦ · Oct 23, 2013 at 03:03 AM 0
Share

Did you test the script? Could you post results for completeness?

I won't close the QA as I know there are many UA powerusers who will have some good answers on this one.

avatar image Eric5h5 · Oct 23, 2013 at 03:16 AM 1
Share

Not related, but putting this here so you'll see it:

@meat5000, please stop closing questions just because they have an accepted answer. Having an accepted answer doesn't mean that someone couldn't post a better answer later, especially if something in Unity changes and the original answer becomes outdated.

Show more comments

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

pixel perfect 2d Sprite in 3d world with isometric camera, how to do it right? 1 Answer

New sprites in 2D projects only? Cannot add in 3D project 0 Answers

2D Bring closest spites to front 1 Answer

Unity for 2D (isometric) pixel art game - how to keep the real size of the sprite in-game? 1 Answer

Isometric using 2D sprite 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges