![texturepacker build sheet texturepacker build sheet](https://koenig-media.raywenderlich.com/uploads/2013/03/texturepacker-content-protection-700x420.jpg)
(Requires you to name the sprites with a number at the end - e.g. Why that? Because it gives you errors at compile-time when a sprites is missing - or you have a typo somewhere - instead of crashing at runtime.Īnimations are also automatically grouped and create own definitions for easier management. This allows you to reference the sprites by const string variables. jagged sprite borders when rotating spritesĪnother big advantage is that TexturePacker also creates definitions for each sprite.bleeding artifacts from neighbor sprites.don’t get thin lines where the background looks through when aligning sprites.Packing is only 30% of what it does for you. The main advantage form TexturePacker over other sprite sheet packers is that it’s optimized for sprite quality. There’s a complete tutorial about MonoGame + TexturePacker here: This solution ended up being pretty much exactly what I wanted, and super easy to implement. Throw new Exception("value doesn't exist") Internal Rectangle? SourceRectangle(string spriteName)īool hasValue = index.TryGetValue(spriteName, out r) Navigate to the kodi addons folder and use: TexturePacker -dupecheck -input skin.name\media -output skin.name\media\Textures. Since TexturePacker is a command-line tool, you will need to open a dos box/terminal/console in order to run it. For instance you have one set of files called a 0.lua, a 1.lua etc. One you have downloaded/build TexturePacker, copy it to the kodi addons folder.
#TEXTUREPACKER BUILD SHEET CODE#
The code also assumes that you havent named your resources such that one set is a prefix of another set. Public void LoadContent(ContentManager content) This assumes you created the files using the Corona SDK (image sheet) option in TexturePacker.
![texturepacker build sheet texturepacker build sheet](https://i.pinimg.com/236x/65/87/59/658759a8d5c2690549c104ec339b635f--sprites-generators.jpg)
Here is my SpriteSheet class, which loads the spriteSheet Texture2D and has a Dictionary for looking up sprites by name. I have had trouble when accessing assets with file extensions in the content pipeline, so I saved out the PNG and the XML from the SpriteSheetPacker file as extension-less files named ‘sprite’ and ‘spriteIndex’, respectively.Īs an aside, I ending up writing a batch script to make copies of all of my assets with no file extension (I have a lot of XML files for level data). I had to make a few configuration changes to the project to get it working, which I updated here: Save memory: Compress your sprite sheet and drastically reduce memory usage. Drag and drop your complete asset folder into the Sprites Panel.
#TEXTUREPACKER BUILD SHEET INSTALL#
Install command line client and integrate TexturePacker into your build easily. I ended up using Nick Gravelyn’s SpriteSheetPacker. Here are some key features of 'CodeAndWeb TexturePacker Pro': - 5-minute setup.