In Aseprite, animations have an attribute direction that changes the way they get played.
While it's very helpful (pingpong especially), it's not taken into account when imported into Unity, making for tedious animation hand-editing, either in Aseprite or Unity.
I made changes to support that feature, and tested it a bit on my project.
Details
In the first commit, I removed the frame timings precomputation, because it was not necessary; and while it worked well for normal playback, it would have needed to be adapted for reverse and pingpong.
In the second commit, I added an attribute in ImportedAnimation that's set during parse in AsepriteImporter, and read when during conversion to a Unity anim.
Summary
In Aseprite, animations have an attribute direction that changes the way they get played. While it's very helpful (pingpong especially), it's not taken into account when imported into Unity, making for tedious animation hand-editing, either in Aseprite or Unity.
I made changes to support that feature, and tested it a bit on my project.
Details
In the first commit, I removed the frame timings precomputation, because it was not necessary; and while it worked well for normal playback, it would have needed to be adapted for reverse and pingpong.
In the second commit, I added an attribute in
ImportedAnimation
that's set during parse inAsepriteImporter
, and read when during conversion to a Unity anim.