Graphics: native, fast Sprite Manager
With editor support, so we don't have to do everything in code.
16 comments
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steven b
commented
Looking forward to this, as it *Should* apply to IOS + Android.
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Tomler
commented
Must have!
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Vinicius Tafuri
commented
Yeah! Unity must include Sprite Manager 2 as default! It would be really great! It`s is all Unity need to become perfect @.@
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Mark Fennell commented
Something that also handles the iPhone retina display as seamlessly as cocos2d and Objective c do, just by adding a suffix to the images.
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GabrielR
commented
Sprite Manager 2 is pretty fantastic. Maybe unity could license that to speed up the process?
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anbsoft
commented
As a quick update, AnBSoft, the maker of the original SpriteManager, is now preparing to release an updated Sprite system that takes advantage of dynamic batching and allows sprite editing using the inspector, and will show the sprites in the scene view so you aren't having to work "blind". It should have lots of new features and I'm hoping to be able to demo it at Unite. You can see preview information about it here:
http://www.anbsoft.com/middleware -
galent
commented
Agreed, something clean and easy to use that largely does what GUIManager / SpriteManager do would be fantastic! for iPhone development, reducing the draw calls for all those necessary but plentiful UI sprites is a must. I love what the community has done, but something officially supported would be better (in the long term).
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Brian Kehrer
commented
I've spent the last 3 days rewriting the forum version to accommodate clicks, take delegates for callbacks, fade in and out (safely) and generally replace the all the Unity UI systems. I'd be happy to donate my code to the feature request pool if Unity decides to pick this up.
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msickle
commented
Native sprite support would be great for iPhone designs. Yes, it could be very useful for the other platforms as well, but I think most people would just keep all art in a 3D format for easier workflow. For the iPhone it's worth the time to design out the 2D assets for the potential savings in performance.
One more thought - just because they are 2D sprites doesn't mean they are only for 2D games. Trail, particles and other billboard rendered objects already work this way.
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aaronsullivan commented
I'm also voting for this as a feature for all Unity flavors. There's no reason it couldn't be used across them all. Key features being in-editor stitching of sprites together into a single texture.
As far as moving it... I'm not sure. It might get more attention here. ;)
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Brian Hawley commented
Voting for this, but for Unity Indie, I don't have Unity iPhone but this would still be useful.
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Jon Frisby
commented
It's probably possible to provide edit-time control of plane mesh UVs and orientation (I.E. for billboarding) as-is. The question becomes whether or not the planned batch rendering will provide the desired performance boost or whether the overhead of a generalized solution will eat into the benefits.
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tau
commented
It definately can be started as SpriteManager support in Unity3D itself, then reused in iPhone
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jay
commented
Key feature I would think for this would be that it be accomplished in one draw call, and allow for manipulation of the sprites independently-- such as rotation, animation.
While we're at it, this could also be the basis for a GUI with performance good enough for the iPhone.
This kind of project is the most popular user extension on the forum. Unity is in a position to do it even better.
The needs for this are very different than the needs in regular Unity which is why this is an iphone specific feature. (EG: Regular unity can do this easily but with lots of draw calls, etc.)
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silentchujo
commented
Another thing that would be great is just an easy way to create billboard polys. Instead of needing a script that faces the object to the camera every frame.
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mindlube
commented
Perhaps this should be renamed "Unity 2D" and moved to the Unity uservoice Forum? (not iphone specific?)