Unity's coming 2D tools and unity coming 2d
Sun Guangdong
After reading the video about the feature, it is indeed very powerful.
However, you need to watch the video on youtube, so you can download it. You can view it:
Http://www.iqiyi.com/playlist288928702.html
Release Notes
| TileMap |
Description |
Issues # |
Videos/Demos |
| Tile Animation |
Tiles can be animated with a simple loop of sprites. Animations can be set * Location-The tile at (x, y) will play the animation * Tile Type-All tiles painted with the same sprite will play the animation
The priority order for rendering tile map animations: 1. Location 2. Tile Type 3. Tile (Renders the original sprite painted if there is no animation)
|
#31 |
|
| Brush Flip |
Allows you to flip sprites internal ss the X and Y axis and paint the sprites onto the tile map. The following keys have been bound: * X: Flips sprites horizontally * Y: Flips sprites vertically |
#26 |
|
| Undo |
Undo all changes to the tile map |
|
|
| Tile Transform API |
Position, Rotation, Scale functions have been added to set the transform for tiles in the tile map |
|
|
| SmartSprite |
Description |
Issues # |
Videos/Demos |
| Curved Edges |
Edges can be tessellated as spline with point rotation support
|
#37 |
Video |
| Delete Points |
Delete points directly from scene view by selecting it and pressing Delete on Windows. (fn + Delete on Mac ). |
|
|
| Physics2D |
Description |
Issues # |
Videos/Demos |
| Relative Joint |
Keeps two Rigidbody2D at their relative orientation using retriable maximum linear/angular forces (Uses Box2Ds b2MotorJoint)
|
|
Video |
| Fixed Joint |
Rigidly connects two Rigidbody2D together at their anchor points (Uses Box2Ds b2WeldJoint)
|
|
Video |
| Target Joint |
The joint attempts to move a Rigidbody2D to a specific target position (Uses Box2Ds b2MouseJoint)
|
|
Video |
| Friction Joint |
Applies both force and torque to reduce both the linear and angular velocities to zero (Uses Box2Ds b2FrictionJoint)
|
|
Video |
| Buoyancy extends tor |
Applies forces to simulate buoyancy, fluid-flow and fluid drag.
|
|
Video |
| Use Collider Mass |
New Rigidbody2D. useColliderMass property calculates the mass of the Rigidbody2D from the total mass of all colequalers. Each collider mass is its Density x Area.
|
|
Video |
| All Joints |
Breakable joints using BreakForce/BreakTorque. New properties to expose current reaction-force/torque that use the current fixed time-ste
|
|
Video |
| All Joints |
Auto-Configure Connected-Anchor
|
|
Video |
| Distance Joint & Spring Joint |
Auto-configure Distance
|
|
Video |
| Slider Joint |
Auto-Configure Angle
|
|
Video |
| Skew |
Description |
Issues # |
Videos/Demos |
| Skew with RectTransform |
2D Images now supports skewing via RectTransform
|
#47 |
|
| Masking |
Description |
Issues # |
Videos/Demos |
| Workflow improvements |
* Masks can affect multiple layers * Masks will affect only the layers they are selected * Masks will automatically be rendered at the correct order based on the layers they are affecting * Masks and Mask-ables have a new editor icon that will help in visualising the entire setup |
#39 |
|
| Under the hood |
* Moved all masking code to new component * Dedicated inspector for masking component |
|
|
| 9-Slice |
Description |
Issues # |
Videos/Demos |
| Collider Support |
2D colliders do not auto resize when SpriteRenderer is in 9 slice mode. User needs to attach the 'tile collider' component for 2D colliders to resize in 9 slice mode |
|
|
New Demos
- Tile Map
- Pixel Perfect Demo
Known Issues
- No component icons for RelativeJoint2D, FixedJoint2D, TargetJoint2D, FrictionJoint2D or buoyancy1_tor2d
- Maskable sprites does not work within a prefab.
- SmartSprite splines may 'loop' around itself under various circumstances which creates poorly tessellated edges.
- SmartSprite's edge handle is not on the line if the edge is curved
- SmartSprite's polygon collider may not match curved edges perfect
Updated2015-06-29
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