We have a bunch of characters in our recreation. Although they appear the identical primarily, they do have variations. We are downloading the textures on runtime, producing an atlas that decreases the draw name, and creating sprites out of this atlas. During this course of, Sprite Renderer creates the meshes routinely.
I additionally imported PSD recordsdata of the bottom characters and created the bones and animation on them. What I wish to obtain is to use the bone to the sprite that I generated from the textures that I downloaded.
Some issues that I encounter:
- When I strive instantly altering the sprite on the PSB file to a
downloaded and dynamically created sprite, I obtain a mismatch on
Bindposes. - If I wish to create the bones and Bindposes dynamically, ought to
use the SkinnedMeshRenderer as the instance right here
https://docs.unity3d.com/ScriptReference/Mesh-bindposes.html word
that I’m doing this for 2D. If not, can I override the meshes on the
SpriteRendeder utilizing sprite override
(https://docs.unity3d.com/ScriptReference/Sprite.OverrideGeometry.html)?
The drawback right here, I can not entry the meshes of the sprite renderer as
in SkinnedMeshRenderer so could not determine how one can assign bone
weights.