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I assume you got through all the tutorial and created the animations and sprites first and then tried to use the sampleScene.

I will look into it and check the process

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Ah yes, that reminded me I didn't look to see if the animations were tied into the animator.  On looking into that, the animations have no attached motions.  Although the controller is switching between animation states and it is trying to run them.  But even if I manually assign an animation, say idle down since it is default, still there's no sprite assigned to any renderers.  Any luck on your end?

Update: I reimported it again and made a little progress.  I can now see all the other animations for the character except idle.  No motions are assigned to idle in the animator, but are assigned for the other animations it would seem.  If I manually assign the idle animations, then all works well.  But something's definitely not working right with the process.

Thank you, it will take some time for me to try to recreate the problems, thank you for looking into it

Hey never heard back from you on this.  Also, I got an update notification and just re-downloaded and followed the new tutorial.  Basically, getting the same result.  On the various body parts in the sample scene, I can see the sprites changing on the sprite renderer, it appears to be using the animations, no errors or warnings.  But again, the character is invisible.  I assume its using the sprites for your pre-sliced empty spritesheets rather than actually utilizing the real Mana Seed textures I configured it to use.

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Okay, I was able to trace down the error in your code.  So, just fyi when I first imported this latest version there were alot of = new() initializers for dictionaries/etc that had to be corrected to their proper formats (i.e. = new Dictionary<string, string>().

As for the source of the problem, it is in Player.cs Line 255 the FillPlayerTexture method.  In your tutorial you state the path to use for the sprites should contain an ending slash, however, in the code you add that slash for the user already.  So if they follow the picture in your guide, the path will wind up with a double slash (//) and not find the texture.  And since there is no error handling for that scenario (no else statement in the method), the user is left with no rhyme or reason as to what's happening.  So the resolution was simple, removing the ending slash in the sprite path and the textures came right up.  Haven't tested it beyond that but anyways, hope this helps.  Damn good asset though, very good job!

Oh wow, thx, will make a bugfix for this

2.0a fixed the bugs you mentioned