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(1 edit)

In PaperDoll's SetTexture you need to change the line to:

if (!texturePath.Equals("") && !texturePath.Equals(TexturePath))

Currently, that ! is missing on the textureParth.Equals, so if someone tries to swap the sprite texture at runtime it will fail to set the TexturePath.

p.s. Love all of your products, I've grabbed them all. How are things coming on an update for the farmer pack (also they have a wider range of ramps for farmer, so you'd need a new shader pack for that), eye updates and weapons, etc? Also, SpriteImporter probably needs an update soon as they've changed the API again for Unity 6. Looks like they're giving us a lot more control over the importer and they've been refactoring it.

I've made a convenient slider for your material pack:

Also, regarding the shader pack you should probably upload a version for Unity 6 which has the ramps fixed. I fixed them on my side but it'll reduce confusion to just have them set correctly in a separate package download. Sorry for merging all my comments into one on this kind of unrelated thread.

(1 edit)

Hey there! Thanks for the reminder about the bug in PaperDoll. I've actually known about it for awhile, as I keep bumping into it in my personal projects. But then I keep forgetting to fix it in the package. So v1.06 is up now.

As for the issue with the materials, Unity is a modularized platform, and ShaderGraph is an independent module separate from version 6. You are correct that the issue has been resolved, but it has actually been resolved regardless of your Unity version. At least it is corrected for me on 2021.3.45f1 && on v6.

In regards to the separate shaders for the farmer base, I've actually been working on this already. However, it will be released as a separate purchasable product. Both the character base and farmer base material projects were a significant time investment going through each and every individual color ramp twice (lit & unlit). I try to keep my assets pretty dirt cheap for folks, so I'll be doing the same for the farmer base shaders.

I like your slider idea, I do almost this exact same thing in my paper doll  projects and I really think it's time to incorporate it into the paper doll asset. I call it Master Doll and it is extended from Paper Doll and placed on my base layer that is parented to all other layers. I will probably release this as Paper Doll v1.1 soon.

Lastly, thank you so much for all your support. I personally love these tools for Seliel's assets and find them to be HUGE time savers, and I am glad that so many people enjoy them as well. Alot of them are useable outside of Seliel's assets too and I am always finding uses for these, like Paper Doll in my SHMUP game jams haha. You'll be happy to know that I have a new one I will be releasing later today that is a pinnacle in speeding up my development workflow, keeping me in the editor more vs. in code and also helps greatly reduce coupling. It is essentially ScriptableObject variables & events with OnChange events & optional clamping. It is easily extensible to any value/reference type with just a few lines of code that can be copied from the pre-made templates.

P.S. - Thanks for the heads up on Sprite Importer, I'll keep an eye on it.