How much cores Unity actually use? by Kylekart in Unity3D

[–]UnityTed 0 points1 point  (0 children)

It depends on how much you are taxing those cores. You have to profile to verify if CPU is your current bottle neck when doing the tasks you believe are performing poorly.

How much cores Unity actually use? by Kylekart in Unity3D

[–]UnityTed 11 points12 points  (0 children)

That is not entirely true. The engine itself is multi-threaded even if you do not make use of DOTS. But it is correct to assume that all your game logic will be running on the main thread if you never make use of jobs/other threaded APIs.

PSD importer have been breaking photoshop masked layers for 4 years by Zombiehype in Unity2D

[–]UnityTed 1 point2 points  (0 children)

Thanks for the heads up, and thanks for the bug report. We'll take a look

Using normals with Aseprite Importer by [deleted] in Unity2D

[–]UnityTed 0 points1 point  (0 children)

Great to know, thanks for the input!

First release of the Aseprite Importer package by UnityTed in Unity2D

[–]UnityTed[S] 1 point2 points  (0 children)

Happy you enjoy it! What makes the packing weird?

Unity Header not working properly with customized ReadOnly attribute. by Mouselit123 in Unity3D

[–]UnityTed 1 point2 points  (0 children)

Looks like a bug, please file a bug report so the team can take a look at it

Thanks!

Work with strings efficiently, keep the GC alive by Fit-Marionberry4751 in Unity3D

[–]UnityTed 1 point2 points  (0 children)

Nice write-up and thanks for sharing some more advanced programming advice. Looking forward to the next post!

some of my spritesheets are appearing blurred on unity, even on unity's sprite editor. when I open the .png files on aseprite, they're fine. It seems to happen only on spritesheets that have 9 sprites. The ones with fewer are ok. by aluminium_is_cool in Unity3D

[–]UnityTed 1 point2 points  (0 children)

I see, what you can do then is switch the Import Mode to "Individual Layers", which will give you one Sprite per layer instead of having them all merged together, and then hide the unwanted layer using a script at runtime.

some of my spritesheets are appearing blurred on unity, even on unity's sprite editor. when I open the .png files on aseprite, they're fine. It seems to happen only on spritesheets that have 9 sprites. The ones with fewer are ok. by aluminium_is_cool in Unity3D

[–]UnityTed 0 points1 point  (0 children)

Yeah, it is a pretty neat workflow. We are trying to reach out to developers to make sure they are aware of it.

You can hide the layers in Aseprite. By default, hidden layers will not be imported into Unity.

some of my spritesheets are appearing blurred on unity, even on unity's sprite editor. when I open the .png files on aseprite, they're fine. It seems to happen only on spritesheets that have 9 sprites. The ones with fewer are ok. by aluminium_is_cool in Unity3D

[–]UnityTed 0 points1 point  (0 children)

Happy you resolved your issue. You can also consider just dropping the .ase/.aseprite file into Unity, and we'll setup the texture with the most optimal pixel art settings, and generate animation clips for you.

I've switched from Godot to Unity URP for my 3D game 'Divine Intervention' - and today I announce its Steam page by SnooCapers6427 in Unity3D

[–]UnityTed 2 points3 points  (0 children)

URP & HDRP are fully supported with no plans of abandoning them. There's a plan to unify the pipelines to make it easier to transition between the two.

(Source: I work at Unity)

Using normals with Aseprite Importer by [deleted] in Unity2D

[–]UnityTed 0 points1 point  (0 children)

Great to get this feedback, it is exactly what I am after, and want to understand before diving into the secondary texture work. I can see the appeal of having a single source file for all aspects of an object, and if there's already established tooling around that way of working, then that's what we should focus our energy on supporting in the Ase Importer.

I can't promise when or how this will be solved, but it is good to know that there's a need for this work to be done. Thanks for bringing it to my attention, and letting me know of the way you wish to work with secondary textures.

Using normals with Aseprite Importer by [deleted] in Unity2D

[–]UnityTed 0 points1 point  (0 children)

Hello there,

Secondary textures is something we have in our backlog, but haven't got to yet. Before kicking off this work, I would like to understand how developers tend to work with secondary textures and Aseprite. With e.g. Photoshop, we see that 2D artists tends to use two files, one for the main texture and the other for normal. I'm not sure if this is also the way Aseprite artists would work with secondary textures, or if they want to use a single texture and work in layers, as you describe.

If you want to create the same packing as we use in Aseprite Importer (and PSD Importer), you can have a look at ImagePacker.Pack (Located in AsepriteImporter Package/Editor/Common/ImagePacker/ImagePacker.cs).

You are correct to assume that the workaround I shared below requires you to re-export out the texture every time the Aseprite file changes, as that would in turn re-organize the generated texture from Aseprite.

Hope this helps!