Frame-by-frame animation
By using Sprite Swap, you can create frame-by-frame style animations by swapping to different Sprites on each frame at runtime. This is useful for simple animations, such as to show a character blinking. The following steps assume that you have a working knowledge of the Sprite Library Asset features.
Create a Sprite Library Asset and add a new Category.
Add the Sprite for each frame of the animation to this Category, and give each of the Sprites a unique Label name.
Create a GameObject and add the Sprite Renderer component to it, then add the Sprite Resolver component to it.
Open the Animation window, and select the GameObject from step 3. Create a new Animation Clip if required.
Enable keyframe recording in the Animation Window.
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Go to the Sprite Resolver’s Inspector window, and select the Category and Label for the Sprite that you want to start the animation clip from.
. The selected Sprite is recorded to that keyframe.
Repeat step 6 by replacing the Sprite with the next one in sequence. By changing the Category and Label values of in Sprite Resolver, the frame-by-frame animation style is simulated.
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