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Unity Sprites: Full-Rect or Tight?

The GameDev Guru

Should you choose tight-fit or full-rect for your sprites in Unity? In this post, you will learn the difference between these two mesh types.

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Changing vertexData of a sprite in 2D in cocos creator 3.6.2

Cocos

but facing one issue depending on the sprite type mesh which is in CC2.4 Hello @zhangxm , I was able to modify the vertex data in CC3.6 by converting code from graphics-assembler from CC2.4 where there is a function to create render data renderData.createFlexData but I could not find any way to do it in CC3.6. Since in CC3.6

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Cocos Shader Tutorial 1.0 - about UV

Cocos

Here are the implementation of water wave effects on 2D sprites and 3D meshes: Preview Link The math behind it is simple, the water wave is simulated by the Sin function, and then the fluctuation range is increased in the Update function. _pass = this.node.getComponent(Sprite).material.passes[0]; x,waveFactor.y-uv0.y);

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Handling complex calculation in C++ for better performance in iOS

Cocos

Main issue I have is that I am doing the renderdata(vertices) caculations every frame and updating to the sprite component which is heavy in JS without JIT in iOS. the spritetype Mesh is removed in 3.8. Hello everyone, I am trying to optimise my game which has poor performance in iOS native in CC3.8.3. Thank you!

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I want to draw more triangles of the component

Cocos

Firstly, Sprite is a quad, the mesh is static for easier usage. You can have a custom render component and make its mesh with multiple quad, but it really isn’t necessary. You can achieve gradient color within one quad. Just calculate color step in the fragment shader is enough.

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Does Spine work with USE_INSTANCING?

Cocos

USE_INSTANCING is only for 3D mesh rendering. if you want to reduce draw calls for 2d objects(sprites, labels, and spines), it’s better to follow the batching mechanism.

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The Spine Animation Story at Logic Simplified

Logic Simplified

Drawing a Spine-friendly character means you also need to draw parts of images that are normally obscured, as the visibility can change as the sprite moves. Each image part was converted to mesh. The USP of Spine animation software is how smoothly it converts an image part to mesh. A side pose is easier to animate.

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