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<!DOCTYPE html><html lang="en-US"><head><title>Unity Cookbook. 2D animation</title><meta property="og:title" content="Unity Cookbook. 2D animation"><meta charset="UTF-8"><meta name="viewport" content="width=device-width,height=device-height,initial-scale=1.0"><meta name="apple-mobile-web-app-capable" content="yes"><meta http-equiv="X-UA-Compatible" content="ie=edge"><meta property="og:type" content="website"><meta name="twitter:card" content="summary"><style>@media screen{body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button,body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button{-webkit-tap-highlight-color:transparent;-webkit-appearance:none;appearance:none;background-color:transparent;border:0;color:inherit;cursor:pointer;font-size:inherit;opacity:.8;outline:none;padding:0;transition:opacity .2s linear}body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button:disabled,body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button:disabled,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button:disabled,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button:disabled{cursor:not-allowed;opacity:.15!important}body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button:hover,body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button:hover,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container 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/*!
* Marp default theme.
*
* @theme default
* @author Yuki Hattori
*
* @auto-scaling true
* @size 16:9 1280px 720px
* @size 4:3 960px 720px
*/div#\:\$p>svg>foreignObject>section,div#\:\$p>svg>foreignObject>section 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class="bespoke-marp-osc"><button data-bespoke-marp-osc="prev" tabindex="-1" title="Previous slide">Previous slide</button><span data-bespoke-marp-osc="page"></span><button data-bespoke-marp-osc="next" tabindex="-1" title="Next slide">Next slide</button><button data-bespoke-marp-osc="fullscreen" tabindex="-1" title="Toggle fullscreen (f)">Toggle fullscreen</button><button data-bespoke-marp-osc="presenter" tabindex="-1" title="Open presenter view (p)">Open presenter view</button></div><div id=":$p"><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="1" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="1" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h1 id="2d-animation">2D animation</h1>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="2" data-marpit-fragments="10" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="2" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h2 id="two-ways-to-2d-character-animation">Two ways to 2D character animation</h2>
<ul>
<li data-marpit-fragment="1">Sprite sheet animation
<ul>
<li data-marpit-fragment="2">Characters are drawn fully, and animated by hand, frame by frame</li>
<li data-marpit-fragment="3">At best, results in lifelike and beautiful motion</li>
<li data-marpit-fragment="4">At worst, the animator has to draw everything multiple times</li>
<li data-marpit-fragment="5"><a href="https://learn.unity.com/tutorial/introduction-to-sprite-animations">Learn: Sprite Animation</a></li>
</ul>
</li>
<li data-marpit-fragment="6">Skeletal animation
<ul>
<li data-marpit-fragment="7">Characters consists of multiple images connected by bones</li>
<li data-marpit-fragment="8">At best, varied procedural movement out of a few assets</li>
<li data-marpit-fragment="9">At worst, stiff and unlifelike motion</li>
<li data-marpit-fragment="10"><a href="https://unity.com/features/2danimation">Learn: Skeletal Animation</a></li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="3" data-marpit-fragments="3" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="3" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h2 id="sprite-based-animation">Sprite-based animation</h2>
<ul>
<li data-marpit-fragment="1">For sprite basics, see: <a href="2d-basics#sprite-renderer-component">2d Basics: Sprite renderer component</a></li>
<li data-marpit-fragment="2">Sprite animation can be created with multiple individual png files, or one sprite sheet with multiple animation <em><strong>cels</strong></em></li>
<li data-marpit-fragment="3"><a href="https://www.youtube.com/watch?v=hkaysu1Z-N8">Brackeys video: 2D animation</a></li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="4" data-marpit-fragments="8" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="4" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h3 id="creating-a-new-animation">Creating a new animation</h3>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Manual/animeditor-CreatingANewAnimationClip.html">Manual: Creating a new Animation Clip</a></li>
<li data-marpit-fragment="2">Select the GameObject you want to animate</li>
<li data-marpit-fragment="3">Open <em><strong>Animation Window</strong></em>: <em>Window > Animation > Animation</em></li>
<li data-marpit-fragment="4">Click <em>Create</em> to create a new animation (.anim) file, or a <em><strong>clip</strong></em>
<ul>
<li data-marpit-fragment="5">An animation controller (.controller) gets created simultaneously as well</li>
<li data-marpit-fragment="6">Also, your GameObject gets an Animator component</li>
<li data-marpit-fragment="7">Name the first clip <em>PlayerIdle</em></li>
<li data-marpit-fragment="8">Good ideas to have separate animation files for <em>Idle</em>, <em>Jump</em>, <em>Run</em>, etc...</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="5" data-marpit-fragments="6" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="5" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<p><img src="imgs/animation-window.png" alt="" /></p>
<ul>
<li data-marpit-fragment="1"><em><strong>Note:</strong></em> The functionality of the animation timeline above relies that you <em><strong>keep your GameObject selected</strong></em>
<ul>
<li data-marpit-fragment="2">Otherwise, you can't click the buttons</li>
</ul>
</li>
<li data-marpit-fragment="3">Drag sprites to your Animation timeline
<ul>
<li data-marpit-fragment="4"><em><strong>Note:</strong></em> The final frame duration is less than the others. For an easy fix, add a new key to the end with <em>Right click > Add key</em></li>
</ul>
</li>
<li data-marpit-fragment="5">Set <em>Samples</em> to a lower value to make your new animation less frantic</li>
<li data-marpit-fragment="6">You can create new clips in the <em>PlayerIdle</em> dropdown</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="6" data-marpit-fragments="3" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="6" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h3 id="controlling-animation-with-code">Controlling animation with code</h3>
<ul>
<li data-marpit-fragment="1">The fastest way to get your animations running is to control the Animator component with code</li>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/ScriptReference/Animator.Play.html">Script Reference: Animator.Play</a><pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">Animator anim = GetComponent<Animator>();
anim.Play(<span class="hljs-string">"PlayerAttack"</span>);
</code></pre>
</li>
<li data-marpit-fragment="3">Check which animation is playing<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-keyword">if</span> (anim.GetCurrentAnimatorStateInfo(<span class="hljs-number">0</span>).IsName(<span class="hljs-string">"PlayerAttack"</span>))
{
Debug.Log(<span class="hljs-string">"Playing attack anim!"</span>);
}
</code></pre>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="7" data-marpit-fragments="7" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="7" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h2 id="animator-controller">Animator controller</h2>
<ul>
<li data-marpit-fragment="1">When you created new clips, an <em><strong>Animator Controller Asset</strong></em> was created
<ul>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/Manual/Animator.html">Manual: The Animator Controller Asset</a></li>
</ul>
</li>
<li data-marpit-fragment="3">This can be modified in the <em><strong>Animator Controller Window</strong></em>
<ul>
<li data-marpit-fragment="4"><a href="https://docs.unity3d.com/Manual/class-AnimatorController.html">Manual: Animator Controller</a></li>
<li data-marpit-fragment="5"><em><strong>Note:</strong></em> This was previously known as Mecanim State Machine</li>
</ul>
</li>
<li data-marpit-fragment="6">To actually use the transition rules, your player GameObject needs the Animator component (it was added automatically)
<ul>
<li data-marpit-fragment="7"><a href="https://docs.unity3d.com/Manual/class-Animator.html">Manual: Animator Component</a></li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="8" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="8" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h2 id="animator-window">Animator window</h2>
<ul>
<li data-marpit-fragment="1">Unity Animator window, aka the Animation State Machine can seem daunting if you're not familiar with the concept of a State Machine</li>
<li data-marpit-fragment="2">Luckily, the Manual has good resources about state machines
<ul>
<li data-marpit-fragment="3"><a href="https://docs.unity3d.com/Manual/StateMachineBasics.html">Manual: State Machine Basics</a></li>
</ul>
</li>
<li data-marpit-fragment="4"><em><strong>Note:</strong></em> the animator window can be janky. E.g., If you cannot move the states around, set the inspector into Debug mode
<ul>
<li data-marpit-fragment="5"><em>Inspector window > Three dots in the top right corner > Debug</em></li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="9" data-marpit-fragments="4" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="9" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h3 id="using-the-animator-window">Using the Animator window</h3>
<p><img src="imgs/animator-states.png" alt="" /></p>
<ul>
<li data-marpit-fragment="1">In Animator, we can create <em><strong>transition rules</strong></em> between animation clips</li>
<li data-marpit-fragment="2"><em>Right click a state > Make Transition</em></li>
<li data-marpit-fragment="3"><em><strong>Entry</strong></em> is the default state: Create an arrow from it to the idle animation!</li>
<li data-marpit-fragment="4">Click on the arrow to edit the transition</li>
</ul>
</section>
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<h3 id="transitions">Transitions</h3>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/530/Documentation/Manual/class-Transition.html">Manual: Animation Transitions</a></li>
</ul>
<ul>
<li data-marpit-fragment="2"><em>Has Exit time</em>:
<ul>
<li data-marpit-fragment="3">The most absolutely confusingly named variable of all years</li>
<li data-marpit-fragment="4">Means: "Transition will happen automatically after Exit time has passed"</li>
<li data-marpit-fragment="5">Usually we want to uncheck this.</li>
</ul>
</li>
<li data-marpit-fragment="6"><em>Settings</em>
<ul>
<li data-marpit-fragment="7"><em>Exit time</em>: The number of <em><strong>loops</strong></em> to go through before the automatic transition
<ul>
<li data-marpit-fragment="8">Oh wow, it's not even time, really</li>
</ul>
</li>
<li data-marpit-fragment="9"><em>Transition Duration</em>: In sprite animations, we usually want to set this to 0.</li>
</ul>
</li>
</ul>
</section>
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<h3 id="animation-parameters">Animation parameters</h3>
<ul>
<li data-marpit-fragment="1">To trigger state transitions, we control the controller's parameters in code</li>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/Manual/AnimationParameters.html">Manual: Animation Parameters</a></li>
<li data-marpit-fragment="3">Change the <em>Layers</em> view to <em>Parameters</em></li>
<li data-marpit-fragment="4">Create a new float parameter named <em>Speed</em></li>
<li data-marpit-fragment="5">Go to a transition, and create a new <em><strong>condition</strong></em> for the parameter<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">[<span class="hljs-meta">SerializeField</span>] Animator anim;
anim.SetFloat(<span class="hljs-string">"Speed"</span>,_rigidbody.velocity.Magnitude);
</code></pre>
</li>
<li data-marpit-fragment="6"><code>anim.SetTrigger("StartWalking")</code> works similarly</li>
</ul>
</section>
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<h2 id="animation-clip-properties">Animation clip properties</h2>
<p><img src="imgs/animation-clip-properties.png" alt="" /></p>
<ul>
<li data-marpit-fragment="1">We can control component properties straight from the animation clips themselves</li>
<li data-marpit-fragment="2">Use case: If we want to use the same walk animation sprites for <em>PlayerWalkLeft</em> that we have for <em>PlayerWalkRight</em></li>
<li data-marpit-fragment="3">In the <em>PlayerWalkLeft</em> animation clip, click <em>Add Property</em>
<ul>
<li data-marpit-fragment="4">Choose Sprite Renderer Component</li>
<li data-marpit-fragment="5">Choose the <em>FlipX</em> property</li>
<li data-marpit-fragment="6">Tick the box, and move the created key to the start of the clip</li>
</ul>
</li>
</ul>
</section>
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<h2 id="blend-trees">Blend trees</h2>
<ul>
<li data-marpit-fragment="1">Having animation states for all moving directions can lead to "transition hell"</li>
<li data-marpit-fragment="2">We can keep the base layer simpler by creating <em><strong>blend trees</strong></em>: <a href="https://docs.unity3d.com/Manual/class-BlendTree.html">Manual: Blend trees</a></li>
<li data-marpit-fragment="3">A common usage for blend trees is to add directional animation:
<ul>
<li data-marpit-fragment="4">E.g., a <em>PlayerWalk</em> blend tree that contains <em>PlayerWalkDown</em>, <em>PlayerWalkUp</em>, etc states</li>
<li data-marpit-fragment="5">Create a blend tree by right-clicking the animator background and choose
<ul>
<li data-marpit-fragment="6"><em>Create state > From new blend tree</em></li>
</ul>
</li>
<li data-marpit-fragment="7">Name the blend tree to <em>PlayerWalk</em>, and double click the blend tree to open it</li>
</ul>
</li>
<li data-marpit-fragment="8"><em><strong>Note:</strong></em> You can also convert an existing state into a blend tree with <em>Right click > Create blend tree from state</em></li>
</ul>
</section>
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<h3 id="creating-a-2d-blend-tree">Creating a 2D blend tree</h3>
<p><img src="imgs/animation-blend-tree-start.png" alt="" /></p>
<ul>
<li data-marpit-fragment="1">Change <em>Blend type</em> to <em>2D Simple directional</em>.</li>
<li data-marpit-fragment="2">Set two float parameters to control the blend tree (here: <em>XSpeed</em> and <em>YSpeed</em>)
<ul>
<li data-marpit-fragment="3">Create the parameters if you need to.</li>
</ul>
</li>
<li data-marpit-fragment="4">Press + to add four empty <em>Motion fields</em> (a.k.a., slots for the animation clips) to the blend tree</li>
</ul>
</section>
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<p><img src="imgs/animation-blend-tree.png" alt="" /></p>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="16" data-marpit-fragments="4" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="16" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h3 id="adding-animation-clips-to-a-blend-tree">Adding animation clips to a blend tree</h3>
<ul>
<li data-marpit-fragment="1">Drag the animation clips from the Project view to motion fields</li>
<li data-marpit-fragment="2">Set the Pos X and Pos Y parameters or drag the motion fields to their corresponding positions (<em>PlayerWalkDown</em> should be down, etc.)
<ul>
<li data-marpit-fragment="3">Values of 0.1 seem to work well so the states are triggered even when the analog stick is moved slightly. See image in the previous slide!</li>
</ul>
</li>
<li data-marpit-fragment="4">Now, when you change the values of the parameters <em>XSpeed</em> and <em>YSpeed</em>, the blend tree will go to the motion field that matches the values the best</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="17" data-marpit-fragments="4" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="17" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h3 id="animation-controller-example">Animation controller example</h3>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">displacement = <span class="hljs-keyword">new</span> Vector2(Input.GetAxis(<span class="hljs-string">"Horizontal"</span>), Input.GetAxis(<span class="hljs-string">"Vertical"</span>));
displacement = Vector2.ClampMagnitude(displacement, <span class="hljs-number">1</span>);
rb.velocity = displacement * Time.deltaTime * walkSpeed;
animator.SetFloat(<span class="hljs-string">"WalkSpeed"</span>, rb.velocity.magnitude);
<span class="hljs-keyword">if</span> (displacement.magnitude > <span class="hljs-number">0.1f</span>)
{
animator.SetFloat(<span class="hljs-string">"XSpeed"</span>, displacement.x);
animator.SetFloat(<span class="hljs-string">"YSpeed"</span>, displacement.y);
}
</code></pre>
<ul>
<li data-marpit-fragment="1">Here, we set three properties:</li>
<li data-marpit-fragment="2"><em>WalkSpeed</em> is used to transition between <em>PlayerIdle</em> and <em>PlayerWalk</em> blend trees</li>
<li data-marpit-fragment="3"><em>XSpeed</em> and <em>YSpeed</em> are used to choose direction in the blend trees
<ul>
<li data-marpit-fragment="4">Note that we don't reset them when movement stops!</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section data-marpit-fragments="5" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="18" style="--paginate:true;--class:invert;--heading-divider:3;--marpit-advanced-background-split:30%;" data-marpit-pagination-total="25" data-marpit-advanced-background="background" data-marpit-advanced-background-split="right"><div data-marpit-advanced-background-container="true" data-marpit-advanced-background-direction="horizontal"><figure style="background-image:url("imgs/animation-state-inspector.png");background-size:auto 50%;"></figure></div></section></foreignObject><foreignObject width="70%" height="720"><section id="18" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="18" style="--paginate:true;--class:invert;--heading-divider:3;--marpit-advanced-background-split:30%;" data-marpit-pagination-total="25" data-marpit-advanced-background="content" data-marpit-advanced-background-split="right">
<h3 id="controlling-animation-clip-speed">Controlling animation clip speed</h3>
<ul>
<li data-marpit-fragment="1">You can control the speed an animation clip is played easily by setting a parameter to control it</li>
<li data-marpit-fragment="2">Click on a state in the animator to show it in the inspector
<ul>
<li data-marpit-fragment="3">Check <em>Parameter</em> under <em>Speed</em></li>
<li data-marpit-fragment="4">Choose the float parameter you want to use as a multiplier for the animation clip speed</li>
<li data-marpit-fragment="5">Done!</li>
</ul>
</li>
</ul>
</section>
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<h2 id="extra-animation-events">Extra: Animation Events</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Manual/script-AnimationWindowEvent.html">Manual: Using Animation Events</a></li>
<li data-marpit-fragment="2">You can add animation events to call a function in a specific point of an animation</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="20" data-marpit-fragments="2" data-paginate="true" data-class="invert" data-background-color="#5d275d" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="20" style="--paginate:true;--class:invert;--background-color:#5d275d;--heading-divider:3;background-color:#5d275d;background-image:none;" data-marpit-pagination-total="25">
<h2 id="extra-state-machine-behaviour-scripts">Extra: State machine behaviour scripts</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Manual/StateMachineBehaviours.html">Manual: State Machine Behaviours</a></li>
<li data-marpit-fragment="2">To add functionality to animation states, you can add state machine behaviours</li>
</ul>
</section>
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<h2 id="extra-ui-animations">Extra: UI animations</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/UIAnimationIntegration.html">Packages: Unity UI: Animation integration</a></li>
</ul>
</section>
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<h2 id="extras">Extras</h2>
<ul>
<li data-marpit-fragment="1">9-Slicing
<ul>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/Manual/9SliceSprites.html">Manual: 9-Slicing your Sprite</a></li>
</ul>
</li>
<li data-marpit-fragment="3">Sprite Masks
<ul>
<li data-marpit-fragment="4"><a href="https://docs.unity3d.com/Manual/class-SpriteMask.html">Manual: Sprite masks</a></li>
</ul>
</li>
<li data-marpit-fragment="5">Sprite Creator
<ul>
<li data-marpit-fragment="6">For creating (placeholder) sprite graphics</li>
<li data-marpit-fragment="7"><em>Assets > Create > Sprites</em></li>
<li data-marpit-fragment="8"><a href="https://docs.unity3d.com/Manual/SpriteCreator.html">Manual: Sprite Creator</a></li>
</ul>
</li>
</ul>
</section>
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<h2 id="extras-pixel-art-in-unity">Extras: Pixel art in Unity</h2>
<ul>
<li data-marpit-fragment="1">Sprite import:
<ul>
<li data-marpit-fragment="2">Texture type: Sprite (2D and UI)</li>
<li data-marpit-fragment="3">Pixels Per Unit: Tile size (e.g., 32)</li>
<li data-marpit-fragment="4">Filter Mode: Point (No filter)</li>
<li data-marpit-fragment="5">Compression: None</li>
</ul>
</li>
<li data-marpit-fragment="6"><em>Edit > Project Settings > Quality > Anti-aliasing: Disabled</em></li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="24" data-marpit-fragments="9" data-paginate="true" data-class="invert" data-background-color="#5d275d" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="24" style="--paginate:true;--class:invert;--background-color:#5d275d;--heading-divider:3;background-color:#5d275d;background-image:none;" data-marpit-pagination-total="25">
<ul>
<li data-marpit-fragment="1">
<p>Preparing for pixelart</p>
<ul>
<li data-marpit-fragment="2"><a href="https://twitter.com/Davitsu/status/956499799133573120">Unity pixel art tips</a></li>
<li data-marpit-fragment="3"><a href="https://hackernoon.com/making-your-pixel-art-game-look-pixel-perfect-in-unity3d-3534963cad1d">Making your Pixel Art Game look Pixel Perfect in Unity3D</a></li>
</ul>
</li>
<li data-marpit-fragment="4">
<p>Pixel perfect camera</p>
<ul>
<li data-marpit-fragment="5"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/index.html">Packages: Pixel perfect camera</a></li>
<li data-marpit-fragment="6">Many issues can be fixed by using a pixel perfect camera instead of a basic camera</li>
<li data-marpit-fragment="7">For instance, you can crop the play area to represent a low resolution display</li>
<li data-marpit-fragment="8">This can also be used for uniformly scaling the pixels by an integer amount</li>
</ul>
</li>
<li data-marpit-fragment="9">
<p><em><strong>Note:</strong></em> If you still see black gaps in your tilemaps after following these instructions, create a new material with the <em>Sprites/Default</em> shader and check <em>Pixel snap</em>. Then, add this material to every Tilemap renderer.</p>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="25" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="25" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="25">
<h2 id="learning">Learning</h2>
<ul>
<li data-marpit-fragment="1">
<p>Top-down movement with animation</p>
<ul>
<li data-marpit-fragment="2"><a href="https://pavcreations.com/top-down-movement-and-attack-game-mechanics-in-unity/">Top-down movement in Unity</a></li>
<li data-marpit-fragment="3"><a href="https://www.youtube.com/watch?v=whzomFgjT50">Brackeys video: Top down movement</a></li>
</ul>
</li>
<li data-marpit-fragment="4">
<p><a href="http://madwomb.com/tutorials/GameDesign_Unity2Dintro.html">Madwomb: Basics of Unity 2D</a></p>
</li>
<li data-marpit-fragment="5">
<p><a href="http://madwomb.com/tutorials/GameDesign_UnityMecanim.html">Madwomb: Mecanim - Animation Controllers and State Machines</a></p>
</li>
</ul>
</section>
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