![]() ![]() Size – reference size to the real life image (can be anything but we’ll just set it to 5 x 5).Name – the name of the image target (without file extension).jpg (located in the StreamingAssets folder) Path – the file path of the image target.Select the image target and change the properties in the Inspector: The following properties have been updated, and differs from the video: They’re located in the StreamingAssets folder, which EasyAR finds at the start of the game. Here’s an example of what an image target looks like. To create one, drag the ImageTarget prefab ( EasyAR > Prefabs > Primitives) into the scene. It can figure our its position, rotation and scale, then render models, particles, etc on top. What’s an image target? An image target is an image that the AR app can identify. If we select it, we can paste in our SDK licence key we created on the EasyAR website. This is basically the powerhouse of the augmented reality engine. First, let’s drag the EasyAR_Startup prefab ( EasyAR > Prefabs) into the scene. In this lesson we’ll be setting up our plates ready to animate and script later on. I was previously using a surface tablet and photoshop to create my animations and the iPad and procreate has helped me speed up my workflow.The Image Target properties in the video for this particular lesson has been updated, please see the lesson notes below for the corrected properties. I'm by no means an expert here but I've been messing around with Unity for a while and working on a 2D game with some friends for the last year. All of that being said, Procreate has been great for creating the animations since you can do it directly in the app and export to Photoshop to create the sprite sheets or save off the layers as individual files way quicker than trying to do it from Procreate. I haven't personally used this application as tion yet but the animations they show that can be achieved with it look really nice and once it's available for use with unity I will delve deeper into it. It's free for personal use but there's a caveat where your animations are shared to a public space for anyone to see. ![]() ![]() There is a web app called Rive that I have been looking at for animating but they don't currently support exporting directly to Unity though it states on their website that it's in the works and coming soon. For characters that I have rigged with bones, I set all of that up in unity and animate it there. There is also this script for photoshop to export the layers to a sprite sheet which I plan on using in the future to help shrink down the game size. I found this tutorial for creating sprite sheets inside unity. While this may not be the most space saving I'm lazy and photoshop let's me export the layers as individual PNGs using one of its built in export scripts. I haven't created any fill blown sprite sheets though, I just import all of the layers individually. I recently got an iPad and have been using procreate for my frame by frame animations. r/GameAudio - It may look good, but does it sound good? r/LevelDesign - Learn to make excellent levels and worlds. r/GameDev - Meet and communicate with other game developers. r/PixelArt - Admire, share, and observe beautiful pixel art. unit圓D on 8chan - Unity-focused image board Unity 2D forums Tutorials Filter Wiki List Be familiar with Reddit's Rules, Reddiquette, and Self-Promotion Guidelines.If the content is not related to 2D/2.5D development, it may belong in /r/Unit圓D or /r/GameDev. r/Unity2D is a subreddit for news, tutorials, feedback, resources, and conversations related to 2D or 2.5D game development using the Unity game engine. ![]()
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