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What is the image size to make look good in HD?
Hello guys,
I just got an issue, about my character size in Unity. The issue was that the character was too big and i had it resized.
But that screwed the Ragdoll2D, because you can not have a bone resized to use Ragdoll2D.
What i did ti make this mistake?
When creating the player images, i wanted a good resolution, so i made a file in photoshop with 1920x1080.
Than made the character parts with the size the would show in a 1920x1080 screen.
But when exported, the skeleton was huge!!!! So, the question is, theres is a reference for this size, so it looks good on a big screen? And not huge in unity?
What was the mistake here?
Unity doesn't usually use pixel units. You can adjust the skeleton scale in Unity so the skeletons are the appropriate size. The size of your textures is separate from the size your skeletons are rendered. You probably still want HD resolution textures.
Nate написалUnity doesn't usually use pixel units. You can adjust the skeleton scale in Unity so the skeletons are the appropriate size. The size of your textures is separate from the size your skeletons are rendered. You probably still want HD resolution textures.
Hello Nate, thanks for awnsering.
Yes it is possible to resize the bone structure in Unity, but, when doing that, the Ragdoll2D gets a bug.
That you can see in this other topic that i created. And i have different bugs resizing the bones in Spine or in Unity.
So the question is, what should i use for size reference to my bone structure?
Well now , i can export the resized bone from spine, reaching my ideal size in unity, than rebuild the structure using a exported png size reference. But, there is a better method than failing first?
Why does scaling ruin the ragdoll? What are you scaling? Are you setting the scale on the loader? That is what I meant. Are you setting the scale on the root bone?
Nate,
I did scale the root bone in Spine,set it to (x=0.05 / y = 0.05) than exported. In this case the issue was the doll gain the ragdoll properties, but did not felt in the ground. It stayed "flying" above the ground collider.
When scaling in UNITY (the whole object set to X= 0.05 / Y = 0.05) the issue was the one you saw in the post Ragdoll Weird Behavior
By
scale on the loader
do you mean the case mentioned above (Unity) or when exporting?
That "Output scale" is for the images only right? I dont know what you mean about "Scale on the loader".
But i remade the bone structure using the size reference of the images reduced to the size i wanted. So... it is working now.
Sorry for the delay. By loader scale, I meant on the SkeletonData asset.
Nate написалSorry for the delay. By loader scale, I meant on the SkeletonData asset.
Sorry about the delay Nate, i did rescale the object in the root transform.
Also found another but in the ragdoll2D, when flipping the object, in at least two cases :
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Is this unity issue or i am flipping it wrong?
Nate can't answer questions about Unity SkeletonUtility tools. Mitch made those, and Nate doesn't use Unity.
But I've already told you. Negative scale in Unity causes transform trees with colliders to behave unpredictably.
Pharan написалNate can't answer questions about Unity SkeletonUtility tools. Mitch made those, and Nate doesn't use Unity.
But I've already told you. Negative scale in Unity causes transform trees with colliders to behave unpredictably.
Ok about the colliders. But and the ragdoll that gets all weird when in negative scale?
Or the flipping method should be another one?