Decide where you want to output your Sprites, Animations, and AnimatorControllers.We just use 1 to keep it simple (1 pixel is 1 unit), but we may change it to our tilesize of 16 due to concerns about floating point precision. This is the number of pixels in the sprite that correspond to a unit in the world. Specify your project’s Pixels Per Unit.This is used for creating animations for UI elements, but since we are making a character right now we leave it on SpriteRenderer. Target Object should be left as SpriteRenderer.It should be correct unless you’ve moved it to a location besides the default. First make sure the path to your Aseprite application is correct.Open the Importer through Window > Animation Importer.This section explains everything you need to know to install Animation Importer and get it ready to go to work for you. I do still encourage those who can afford it and find it useful to support the development with a purchase. *Edit* Aseprite is also accessible on GitHub for those who are comfortable compiling the source. You’ll also obviously need a Unity project ready to go. Prerequisitesīefore starting, make sure you’ve installed Aseprite, which is well worth the $15 but there’s also a demo if you want to try it. I’ve written it with beginners to Unity and Aseprite in mind, but experts should be able to skim it pretty quickly to understand the tool. In this tutorial we will make a character in Aseprite, animate it, and bring it to life inside Unity. So here’s a tutorial on how to use Animation Importer in your pixel art project. It was such a lifesaver for us that we decided to shout about it from the internet’s rooftops.
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