Seanba / Aseprite2Unity

Import Aseprite files to Unity
MIT License
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Animator state names not generating from animation clips #5

Open MabLuxx opened 4 years ago

MabLuxx commented 4 years ago

I am having an issue with the generation of state names after dragging in animations created from my asesprite files. I cannot seem to isolate the cause, but it seems that some of the animations create a name for the state, while others do not.

Here is an example: aseprite2unity animation state name generation failure

Both of the states in this image were created by dragging in the animations created directly from my aseprite file. One was given a name, the other was left blank.

I am currently using the names of the animations generated from the tags in aseprite, so having them create state names is important.

Current using versions:

MabLuxx commented 4 years ago

I'm also a little curious as to why Aseprite2Unity is naming animations in a new format. It seems that the update now names them in the format AspriteLayerName.Animations.AspriteTagName.

Is there any reason this was changed? It would be nice to customize the naming convention if possible. I am quite heavily relying on cohesive name references throughout my project. The update seems to have removed all previous references to animations due to the name change.

MabLuxx commented 4 years ago

Making progress on the issue. It seems that the naming convention I pointed out in the previous comment is causing the error that I am encountering. To fix it, I edited the string.Format function in AsepriteImporter.cs to contain underscores instead of dots

Like this: Aseprite2Unity Animation Creation Code

This provides a solution for me, but in the future I could see this causing trouble and a lot of re-work for others. Would it be possible to setup a custom field that allows for personal naming conventions of imported textures, animations, and sprites?