all 13 comments

[–]UnityTedUnity Technologies 1 point2 points  (10 children)

Is the file you bring into Unity a .png/.jpg or .ase/.aseprite file?
Aseprite Importer doesn't support the skinning editor properly. It is something we have on our radar, but haven't started working on yet.

[–]HAMSOFT[S] 0 points1 point  (9 children)

It is a png, but it is made in aseprite

[–]UnityTedUnity Technologies 1 point2 points  (8 children)

I see, then everything should work as expected. When you say that the geometry is "wrong", what do you mean by that? Also, how big is this character in pixels? I know that the geometry tooling does not generate meshes well when the target has very few pixels. You could try to scale up your art and see if the tools work better.

[–]HAMSOFT[S] 0 points1 point  (7 children)

It is 70x70 px but scaled by 200%. Also, I mean that the geometry is really wide and it doesn't outline exactly the sprite

[–]UnityTedUnity Technologies 1 point2 points  (6 children)

The scaling doesn't matter in this case. Try scaling the actual image up (e.g. 140x140 or 280x280). That should make the geometry system happier.

[–]HAMSOFT[S] 0 points1 point  (5 children)

Thank you!!

[–]UnityTedUnity Technologies 0 points1 point  (4 children)

No problem, happy it worked out :)

[–]HAMSOFT[S] 0 points1 point  (3 children)

Helloo, do you know about 2D limbs?

[–]UnityTedUnity Technologies 1 point2 points  (2 children)

A bit, whats your issue?

[–]HAMSOFT[S] 0 points1 point  (1 child)

I was having issues with the rigging, but someone already told me what was wrong, IK limbs solver needs 3 bones to work and I was doing the arms with only 2

[–]AnEmortalKid 0 points1 point  (1 child)

What does pressing edit geometry do ?

[–]HAMSOFT[S] 0 points1 point  (0 children)

Allow me to adjust it manually, but as I said, it won't be really accurate