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03. Texture Tagging
Warning: Your texture must be placed anywhere within Unity's "Resources" folder.
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Select the texture you want to utilize for the TextureSwapper system.
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Once found, open the texture in Unity's Inspector.
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Change the Texture Type to "Sprite (2D and UI)".
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Modify the "Sprite Mode" to "Multiple".
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Click in the "Advanced" drop-down menu.
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Enable the "Read/Write" checkbox.
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Hit on the "Apply" button at the bottom of the Inspector window.
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Open the texture in Unity's Inspector for the TextureSwapper system.
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Click on the "Sprite Editor" button in the Inspector window.
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Maximize the window opened by Unity.
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Click the "Slice" button at the top of the menu bar in the "Sprite Editor" window.
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Make sure the options in the "Slice" menu are set as "Type: Automatic", "Pivot: Center", "Method: Delete Existing".
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Click on the "Slice" button after changing these options and click on the "Apply" button in the "Sprite Editor" window.
For effective texture tagging, you ought to create a set of naming conventions to name all the limbs of a specific texture set with a preset format. These limbs will become the identifiers for the TextureSwapper system to know which limbs to clear and paste in a temporally generated texture sheet. Separate the names using spaces only.
Naming conventions are the most significant step of the texture formatting process for the TextureSwapper plugin. With these textures, you can load, manage, and convert name handles into relationships in a more streamlined and consistent manner. The clearer and more standardized the names you pick, the easier the management will be in later stages of the process, including project scalability.
Here is an example of how naming conventions should look like: EX. Naming Conventions Examples.
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Open the texture in Unity's Inspector for the TextureSwapper system.
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Click on the "Sprite Editor" button in the Inspector window.
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Maximize the window opened by Unity.
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Select and click a sprite you would like to change the parameters of.
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Go to the "Sprite" window at the bottom-right side of the screen and select the "Name:" input box.
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Change the name of the limb to the respective naming convention that applies.
- Only use spaces to separate the names as it is simpler to extract the limb data in later steps of the process.
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Repeat this process with all the limbs you want to swap in-and-out of the texture sheet.
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Click on the "Apply" button at the top-right side of the screen.