private void CreateSprites(ImportedAnimationInfo animations, string imageFile) { TextureImporter importer = AssetImporter.GetAtPath(imageFile) as TextureImporter; // adjust values for pixel art importer.textureType = TextureImporterType.Sprite; importer.spriteImportMode = SpriteImportMode.Multiple; importer.spritePixelsPerUnit = _spritePixelsPerUnit; importer.mipmapEnabled = false; importer.filterMode = FilterMode.Point; importer.textureFormat = TextureImporterFormat.AutomaticTruecolor; importer.maxTextureSize = animations.maxTextureSize; // create sub sprites for this file according to the AsepriteAnimationInfo importer.spritesheet = animations.GetSpriteSheet(_spriteAlignment, _spriteAlignmentCustomX, _spriteAlignmentCustomY); EditorUtility.SetDirty(importer); try { importer.SaveAndReimport(); } catch (Exception e) { Debug.LogWarning("There was a potential problem with applying settings to the generated sprite file: " + e.ToString()); } AssetDatabase.ImportAsset(imageFile, ImportAssetOptions.ForceUpdate); }
private void CreateSprites(ImportedAnimationInfo animations, string imageFile) { TextureImporter importer = AssetImporter.GetAtPath(imageFile) as TextureImporter; // apply texture import settings if there are no previous ones if (!animations.hasPreviousTextureImportSettings) { importer.textureType = TextureImporterType.Sprite; importer.spritePixelsPerUnit = sharedData.spritePixelsPerUnit; importer.mipmapEnabled = false; importer.filterMode = FilterMode.Point; importer.textureFormat = TextureImporterFormat.AutomaticTruecolor; } // create sub sprites for this file according to the AsepriteAnimationInfo importer.spritesheet = animations.GetSpriteSheet( sharedData.spriteAlignment, sharedData.spriteAlignmentCustomX, sharedData.spriteAlignmentCustomY); // reapply old import settings (pivot settings for sprites) if (animations.hasPreviousTextureImportSettings) { animations.previousImportSettings.ApplyPreviousTextureImportSettings(importer); } // these values will be set in any case, not influenced by previous import settings importer.spriteImportMode = SpriteImportMode.Multiple; importer.maxTextureSize = animations.maxTextureSize; EditorUtility.SetDirty(importer); try { importer.SaveAndReimport(); } catch (Exception e) { Debug.LogWarning("There was a problem with applying settings to the generated sprite file: " + e.ToString()); } AssetDatabase.ImportAsset(imageFile, ImportAssetOptions.ForceUpdate); }