![]() You can open the file out of Unity and make changes, but you can not save it straight away.The general workflow is to save it to desktop, change the ending, open the location of the Unity file to overwrite in finder/explorer and replace it. Many Bothan spies died to obtain this information. If you want to update the file, you must use a workaround and there are some limitations.You would export to PSD, and then rename the file, then drag it into Unity. This works for Affinity Designer and Affinity Photo and possibly other programs. You can import to Unity using the "rename trick".The scary sounding "Reslice" option in the Sprite Sheet preserves the information.It is currently not entirely possible to do this with other programs using the "rename trick" - but somewhat with a few workarounds.Alas, this requires specifically Photoshop (or programs that support it sufficiently). It is reportedly possible to directly open a PSB, make changes and save, and the rig will remain intact.But, please, stop making us waste time looking for tricky workarounds to access the funtionality of your packages. The features and the workflow allowed by the package are great, but this silly limitation makes no sense.ĭo review the way you are delivering packages, Unity, or make a clear statement on your support for creation software. That's not supporting a thing, why would an artist require a script to import a file? It should be supported by default (not to mention that the package, as pointed several times in the forums, is called "PSD importer"). PSD files (the override mentioned above). They also have a script to allow the use os. ![]() ![]() And is not a good enough reason to use it for 2D projects in any case (seriously, when/why will anyone need to handle a sprite heavier than a few MB's?) I might be mistaken but, from what I've read on the web, the only difference between the two formats is the file size they can handle. Which leads me to a cuestion, why would Unity "not support". ![]() Just tried with a file created in Krita and exported to. Is there a solution for non-photoshop users or something that I missed while rigging character through classic png map? Thank you for your answer, When I tried doing it the old way, importing the png file with all pieces separated, I was able to put bones to secific sprites but I couldn't find way to parent these bones and found that whole "pose preview" function is totally useless that way. From checking youtube tutorial (afaik there is only one for the current version) and official documentation, I need the character exported in PSB file from Photoshop, but I draw everything in Krita and I don't feel like getting photoshop only for the sole purpose of this (I love the idea of putting in the whole character with bits and pieces already split as sprites, but why would this be only photoshop-exclusive when every graphic editor has layers nowadays?). I was able to do some basic rigs and animations in the previous version of 2D animation package (late 2018) but with the new version, I can't even set up bones and weights. I am new to 2D rig and animation in Unity and I am kind of confused with the new skinning editor.
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