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    Single Sprite rig with bone branching

    This sample project is a slightly more complex example of a single Sprite rig similar to the Simple project, but with bone branching instead of a single branch rig. The Sprite is imported with its Texture Type set to Sprite (2D and UI) and Sprite Mode set to Single.

    The Project and Assets can be found in the following location (the version number folder may differ):

    Open the Asset Assets/Samples/2D Animation/[X.Y.Z]/Samples/2 Single Skinned Sprite/Sprites/Plunkah.png in the Skinning Editor module to examine how the Sprite is rigged.

    The _Single Skinned Sprite sample Scene show how the Asset is used in a Scene when it is animated with animation that deforms its Sprite mesh.

    Follow the steps below to reconstruct the _Single Skinned Sprite sample Scene:

    1. Create a new Scene, and create an empty GameObject. Name this GameObject 'Plunkah'.
    2. Add the Sprite Renderer component and go to its Inspector window. Assign the 'Plunkah' Sprite to its Sprite property.
    3. Add the Sprite Skin component to the 'Plunkah' GameObject, and go to the component's Inspector window. Select Create Bones to create GameObject Transforms which represent the bones of this Sprite.
    4. Add the Animator component to the 'Plunkah' GameObject. Locate the Plunkah Animator Controller Asset in Assets/Samples/2D Animation/[X.Y.Z]/Samples/2 Single Skinned Sprite/Animation/Plunkah.controller and assign this Asset to the Animator’s Controller property.
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