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Welcome to the PixelHeroesHub wiki! Are you looking for FAQ? More detailed documentation will appear soon.
To start using our asset, download and import it with Package Manager
, then open CharacterEditor
scene and press Play
.
You can build customized characters and then save them as PNG sprite sheets. You can use sprite sheets with Unity or other game engines.
We use SpriteLibrary
and SpriteResolver
from Unity's 2D Animation
package to swap sprites, you can refer to Unity website to learn more. You will find animation clips inside PixelHeroes/Common/Animation/Character
folder.
Please refer to Example scripts to learn more about implementing character controls.
Our asset can generate temporary runtime sprite sheets and Sprite Library Asset
. All you need to do is:
- Navigate to
CharacterBuilder
component attached to a character - Set string equipment names for each layer (the pattern can be in simple format
NAME
or advanced formatNAME#FFFFFF/H:S:V
with color and HSV offset, Hue shoud be from -180 to 180, Saturation and Brightness shoud be from -100 to 100) - Press
Rebuild
on the component
You can do this both from Inspector or from code.
When character runs on jumps, you can play dust effects based on sprite sheets. You will find animation clips for effects inside Common/Animation/SpriteEffect
folder. Refer to CreateSpriteEffect
method of 'EffectManager' scriptable object to learn how to create sprite effects. When creating fire muzzles, you can use Character.Firearm.FireMuzzlePosition
to get the offset or Character.Firearm.FireMuzzle
transform.
When making a game with Unity, you may want to additionally rotate a firearm, or implement shooting/recoil animation from any animation state (for example when jumping or crouching). This is possible with Detached
firearm, when it has a separate Sprite Renderer
that you can fully control (it's not baked to the main sprite sheet). If you want to use sprite sheets only, or if you use another game engine, you should use Attached
firearms that are merged with the main sprite sheet. To switch firearm modes use Detached Firearm
toggle on the main Character
script.