Buy spriteilluminator3/20/2023 run the sample with a 800圆00 resolution (or less, this is just an example).You can try it for yourself with sample 32_Urho2DConstraints.as : On game start up I query device’s screen size and set the search path for relevant assets folder. I prepare graphics according to that resolution and for background I use slightly bigger 2280 x 1520 (3:2 aspect ratio) resolution, for nice padding on mobile device which screen aspect ratio is different than 3:2.Īll that graphics are scaled and duplicated for HD (1.0 scaling), SD (0.5 scaling) and LD (0.25 scaling) assets folders. I use 1920 x 1280 (3:2 aspect ratio) as safe-zone resolution, that’s the game area that will always be shown on any mobile device screen. My current workflow for preparing assets and adopting to different mobile device screen sizes : (in Cocos2d-x) What does it mean user’s screen resolution? Is it a resolution which designer used for preparing game assets or it’s a resolution of the mobile device screen? You only have to do this once: when you run your project on another device, content display will automatically adapt to your new screen resolution. In your project, simply replace 1280 and 800 by your own screen resolution then adjust zoom as you like. For example in sample 27_Urho2DPhysics.as: I'm summoning other users to chime in though.2D samples currently adjust camera zoom to fit user’s screen resolution. So unfortunately, none of these solutions are perfect right now. You could also use this manual-painting method to correct any imperfect results you get from the programs mentioned. You can still preview them using Unity by updating the assets. You would just paint the image parts with the color corresponding to where the surface is theoretically facing: Your last option, as far as I know, is really to paint normals manually with Photoshop or any painting program. But if your style involves many seamlessly overlapping parts, it may involve some amount of manual adjustment in the context of the parts, which it currently doesn't support. But again, that's great if you want that level of control, or don't have a lot of image parts per character.ĬodeAndWeb's SpriteIlluminator seems like the click-and-go solution if you have a huge number of simple assets that just need basic lighting and a tiny bit of adjustment. I can't say Sprite Lamp is the fastest/easiest way to make normal maps for your sprites but it does give you some degree of control, especially the freedom to disobey how surfaces would actually work.īut it gets rather time consuming if you have a lot of individual images, since it essentially requires you to paint 5 lighting conditions per part. The normal maps there were created using Sprite Lamp. The spine-unity unitypackage comes bundled with sprite shaders that support normal maps.Īlso see the Sprite Shaders sample scene in the unitypackage. You can preview them in Unity just fine with better control over the material and lights. Though if you are using Unity, you shouldn't need to use Sprite Lamp to preview. Sprite Lamp may not have been updated to support the latest version of Spine jsons. Why are you posting in the Unity forum? Does your workflow have anything with Unity at all?
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