the sprites are given an initial testing texture that is a 64圆4 image (stored in an atlas with other unused image sizes), the same size as the image i am trying to load in. Put your folder inside the Resources folder. png format, which the engine can load in (the image table values are the result of an image.load() on the image file). I’m not really sure what i’m doing wrong here, and the end result is even more confusing to me. t_texture(go.get("#sprite", "texture0"), head, buf) Im using a series of PNG images as sprites to create animations on a plane for an augmented reality application in Unity. ![]() Local buf =buffer.create(_.width*_.height, Basically, unity imports new images (png, jpg) as default textures but I need to import them as sprites instead. Here is the code that sets the texture: function on_message(self, message_id, message, sender) I’ve managed to set the texture of a sprite, however, the result is not the actual image, but the bottom right 1/4th of the image flipped upside down and at double size to fit the actual size of the image. these image(s) are not able to be built into the game, as they are loose user-made files. When ran, the background image seems to render fine, but the sprite only appears in the corner of the window, and when moved, it seems to be overwritten by the background. ![]() I am trying to get a sprite to load in an image as its texture.
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