Sprite shape rework to avoid overly large sprite renderer meshes from going out of bounds
Summary
Previously, the sprite shape controller would complain if renderer mesh was too large (at 200 units accross, 1 unit high, which it should support no issue).
The issue had to do with the sprite shape assets being treated as individual sprites instead of textures.
This was fixed by extracting out the default sprite shape shapes, tweaking the settings to be used as a texture.
Also did a couple other prefab cleanups/tweaks.
Now things run in the scene with no errors/warnings! :)
Detailed Changelog
Remove differences between prefab instances and parents for audio and visual prefabs
Tweak physics settings to match better with new scaling
Extract out copies of sprite shape assets into explicit art folders
Clean up shape prefabs and replace with a single platform one
If no previous follow target, log as ''
Disable alpha for sprite shape sprite textures
Use 2d default for spriteshape textures and update preset accordingly
Sprite shape rework to avoid overly large sprite renderer meshes from going out of bounds
Summary
Previously, the sprite shape controller would complain if renderer mesh was too large (at 200 units accross, 1 unit high, which it should support no issue).
The issue had to do with the sprite shape assets being treated as individual sprites instead of textures. This was fixed by extracting out the default sprite shape shapes, tweaking the settings to be used as a texture. Also did a couple other prefab cleanups/tweaks.
Now things run in the scene with no errors/warnings! :)
Detailed Changelog