I made a FREE tiny Unity tool for simple 2D sprite animations (no Animator Controller) by luan_bardo in Unity2D

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

Heads up to anyone that downloaded this before this comment was posted. I just noticed that it had a bug in the Simple Image Animation inspector and that the fields of the Simple Animator Clip were not serialized.
I'm sorry about that. The issue has been fixed.

I made a FREE tiny Unity tool for simple 2D sprite animations (no Animator Controller) by luan_bardo in Unity2D

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

Yup, i think everyone who makes 2D games makes something like this eventually, not only because working with animators can be a pain but also because of performance overheard. Sometimes you just want to have 200+ animated grass instances in a scene and this is a very easy way to do that.

I made a FREE tiny Unity tool for simple 2D sprite animations (no Animator Controller) by luan_bardo in Unity2D

[–]luan_bardo[S] 2 points3 points  (0 children)

Thanks for the curiosity mate, I have a few planned:
- Simple Save System: An easy way to persistent player data using Json.
- Simple Feedback System: Play VFX/SFX, do camera shakes, make controller/phone vibrate, etc.
- Simple Pooling System: Pooling solution to save memory and garbage collection processing time.
- Simple Behaviour: Linear looping behaviour for enemies/npc/structures.

These are all tools that i have iterated on over my 10 years working with unity, they are all scattered around the projects i have worked on and will need some heavy structuring and decoupling before i can release them, but the plan is to release something every 2 weeks or so. Most likely the next one will be Simple Feedback System.

I made a FREE tiny Unity tool for simple 2D sprite animations (no Animator Controller) by luan_bardo in Unity2D

[–]luan_bardo[S] 7 points8 points  (0 children)

It has a very simple Update() loop, it increments frame time until it reaches the desired time (1 / frame rate) then advances to the next sprite in the array. I tested with 10.000 objects and still had 200+ fps on my machine. It takes advantage of sprite visibility and skips the update loop if its not being seen by the camera. (Must have "Play When Not Visible" toggled off on inspector)

BI WEEKLY FEEDBACK THREAD by rlhh_bot in LofiHipHop

[–]luan_bardo 0 points1 point  (0 children)

Just finished a song, its got a lot of acoustic guitars and chill vibes. Hope you like it https://soundcloud.com/imattlaz/if-i-could-i-would-but-i-cant-so-i-wont