If this project helped you reduce developement time or you just want to help me continue making useful tools
- for a convex sprite, drag the "convexOut" script into the gameobject or add it as a component
- for a concave sprite, drag the "concaveOut" script into the gameobject or add it as a component
-
Basics
- viewable in scene view
- viewable in game view
- viewable in edit mode
- viewable in game mode
-
Camera
- both perspective and orthographic mode
- all rendering paths
- occlusion culling (on or off)
- allow hdr (on or off)
- allow msaa (on or off)
- allow dynamic resolution (on or off)
-
Follows Object Transform
- position
- rotation
- scale
-
Inspector Options
- remove component
-
Hierarchy Right Click Options
- copy
- paste
- duplicate
- delete
-
Sprite Renderer
- can switch sprite
- can change sprite color with no effect on outline or overlay
- flip x and flip y
- draw mode (simple)
-
Extras
- creating a prefab and making multiple copies of that prefab
- semi-transparent sprites supported
- multiple outlines of different types on the same object (for rainbow color outlines)
- works with animated sprites (by setting the "Animator" "Update Mode" to "Animate Physics”)
- Since I am using the sprite itself to create it's outline, if the sprite is semi transparent, then the outline and the overlay will also be semi transparent
- "Draw Mode Sliced" Does Not Work if you use a clipping mask (because Unity's Sprite Mask doesn't currently work with its 9 slice system)
- "Draw Mode Tiled" Does Not Work (because Unity's Sprite Mask doesn't currently work with it)
- The Standard "Reset" Option Does Not Work (use the built in reset button instead)
- The "Copy Component" Option Does Not Work and therefore the "Paste Component as New" and "Paste Component Value" Options Dont Work Either
-
Optimization Variables
- Update Sprite Every Frame [bool]
-
Debugging Variables
- Show Outline Game Objects in Hierarchy [bool]
-
Sprite Overlay Variables
- Active [bool]
- Order in Layer [int]
- Color [Color]
-
Clipping Mask Variables
- Active [bool]
- Alpha Cut Off [float] (only relevant if “Clip Center” == True)
- Custom Range [bool] (only relevant if “Clip Center” == True)
- Front Layer [int] (only relevant if “Custom Range” == True)
- Back Layer [int] (only relevant if “Custom Range” == True)
-
Outline Variables
- Active [bool]
- Color [Color]
- Order in Layer [int]
- Outline Follows The Sprite's X Scale [bool]
- Outline Follows The Sprite's Y Scale [bool]
-
Outline Variables
- Size [float] (local scale)
-
Outline Variables
- Size [float] (world space)
-
Radial Push Pattern Variables
- # of edges [int]
- rotaion [float]
(because I have searched but everything I have found requires too many edits [that I dont know how to make] or doesn't work)
- creation or location of a shader that can color any sprite a solid color, without copying the alpha like the one I am using does
- creation of location of a shader with all these specifications. This should make the asset faster and remove many limitations.