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[Unity-Native] default frame of imported parts should be Setup but not from a random animation #93

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JustusPan opened this issue Oct 21, 2022 · 8 comments
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@JustusPan
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JustusPan commented Oct 21, 2022

Version: 7.0.4.4335
SS6P4U version:2.1.11
Import Mode: Unity-Native

After we imported sspj to unity, the generated sprite renderer and Script_Sprite Studio 6_Parts Unity Native will has a default settings of initial frame, this frame decide what we will see by default when we are in editor mode.
image

The problem is:

  1. SS6P4U will always pick the first <anime> element under <animeList>, inside .ssae file. This will cause problem because SS placed his <anime> label in random order in xml file. their actual orders are indicated by <order> label(nested in <anime>)
  2. SS6P4U should always choose Setup as its default frame.
    image
@MasamiYitsuse MasamiYitsuse self-assigned this Oct 22, 2022
@MasamiYitsuse
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MasamiYitsuse commented Oct 23, 2022

Thank your for your pointing out.

This is in charge of developing "SS6Player for Unity (SS6PU)".


The points (you have made) are largely true.

The current specifications have been made for reasons such as data output from early versions "SpriteStudio6".
However, in light of after "SpriteStudio6.2", I also believe that the correct behavior is to reflect the "Setup-Animation" straight away.

Therefore ...
I wish to make the specification change together when we upgrade "Issue-92 (#92)".
*) For data that cannot be initial values desired without the old specification, I will follow by adding an import option (as in Unity-UI mode) "Ignore Setup-Animation".

Please wait a little longer until I can start SS6PU update.

I appreciate your advice.

Best Regards,

@MasamiYitsuse
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MasamiYitsuse commented Nov 2, 2022

Thank you for your patience.

Bug you reported is resolved.
Please pull "Ver. 2.1.19" from the branch "develop"(or "sampledevelop") in repository.

"Setup" animation is often missing datas depending on how animation-datas are created, so the default state is "the first frame of the animation at index 0 (first stored)", taking into account "Setup" animation.

I hope to work properly.

Best Regards,

@JustusPan
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JustusPan commented Nov 4, 2022

after update to ver.2.1.19

import a sspj could not override existing ps_xxxx prefab correctly in unity. it still choose a frame from Dash animation but not Setup.

  1. if import a new sspj, works well
  2. import an existing sspj, the override behavior is not correctly.

@JustusPan
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JustusPan commented Nov 4, 2022

it seems that my specific sspj could not work correctly(both override or new import), I have sent my private project file to your forum message conversation. Could you please help to check that?

@MasamiYitsuse
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MasamiYitsuse commented Nov 4, 2022

Thank you very much.

It would be very helpful if you could provide us with data for debugging.

Please archive the SpriteStudio data (SSPJ and the SSAE, SSCE, etc. and textures it contains) in a ZIP file and send it to
OPTPiX-TechSupport@cri-mw.co.jp

If file-size is so large that you cannot send due to an error, please reply to this Issue to that effect.
In that case, we (Support-Staff) will send guidance on "How to send large files" to your registered email address in the community.

If images or other material is conflicting with confidentiality, it doesn't matter to fill in the texture with a single color.
(In that case, if you only keep the alpha channel alive, I should be able to assess the situation.)

I appreciate your kind cooperation.

Best Regards,

@JustusPan
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I have sent the project to this email, please check it. Thanks.

@JustusPan
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any update for this?

@MasamiYitsuse
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MasamiYitsuse commented Nov 22, 2022

I'm sorry.

I am currently unable to find the time to maintain SS6PU due to other duties that have gotten out of hand.
In the meantime, I will have some time around the middle to end of next week.


Also, I took a quick look at the data you provided and this data is difficult to resolve with the current "Unity-Native" mode data.

The AnimationClip data that is currently being output directly to the material or the renderer ... need to be buffered in "Script_SpriteStudio6_PartsUnityNative" class.
Which would cause a loss of compatibility with the data that has already been imported.

Therefore, please leave this resolution as a pending issue for a major version upgrade that will take place in the not-too-distant future.


Finally, when no-display a part, it is ultimately more efficient to set "Hide = true (checked)" rather than "Opacity = 0".


Best Regards,

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