Adventures in Unity 2D - Procedurally Generated

Adventures in Unity 2D


So Unity rolled out its first set of 2D tools in November and holy crap.

They basically blew the external 2D libraries out of the water. I was using Orthello previously and doing 2D was clearly not what unity was designed for, so there was a constant conflict and annoyance with having to deal with 3d space issues. The tools displayed are freaking amazing, and this is just the beginning. Previously if I had to do a 2D project my instinct was to fall back to SDL due to the massive codebase I had built up, but Unity just hands me it and more for free, with better made tools to boot.

I mean, I have a sprite made up of separately animated elements and it took like 20 minutes from zero knowledge of the new system.

I mean, I have a sprite made up of separately animated elements and it took like 20 minutes from zero knowledge of the new system.

For reference, this is what I threw at the system and told it to deal with it, and it worked great.

For reference, this is the image I threw at the system and told it to deal with it, and it handled the slicing and non-standard layout fine.

The animation tools are definitely nice, and I haven’t even gotten to the really cool stuff they can do.

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