Animating Tiled texture

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== Usage ==
 
== Usage ==
Attach this script to the object that has a material with the tiled texture.
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Attach this script to the object that has a material with the tiled texture. To avoid distortion, the proportions of the object must be the same as the proportions of each tile (eg 1:2 for the sheet below).
  
 
Here is an example of how to lay out a texture for it (Thanks to BigBrainz for providing it):
 
Here is an example of how to lay out a texture for it (Thanks to BigBrainz for providing it):
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== JavaScript - AnimatedTextureUV.js ==
 
== JavaScript - AnimatedTextureUV.js ==
 
<javascript>
 
<javascript>
var uvAnimationTileX = 4;
+
var uvAnimationTileX = 24; //Here you can place the number of columns of your sheet.
var uvAnimationTileY = 4;
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                          //The above sheet has 24
 +
 
 +
var uvAnimationTileY = 1; //Here you can place the number of rows of your sheet.
 +
                          //The above sheet has 1
 
var framesPerSecond = 10.0;
 
var framesPerSecond = 10.0;
  

Revision as of 19:13, 23 July 2009

Author: Joachim Ante

Description

This script animates a texture containing tiles of an animation. You can give it a framerate to determine the speed of the animation and set how many tiles on x, y there are.

Usage

Attach this script to the object that has a material with the tiled texture. To avoid distortion, the proportions of the object must be the same as the proportions of each tile (eg 1:2 for the sheet below).

Here is an example of how to lay out a texture for it (Thanks to BigBrainz for providing it): Torchanimation 135.png

JavaScript - AnimatedTextureUV.js

<javascript> var uvAnimationTileX = 24; //Here you can place the number of columns of your sheet.

                          //The above sheet has 24

var uvAnimationTileY = 1; //Here you can place the number of rows of your sheet.

                         //The above sheet has 1

var framesPerSecond = 10.0;

function Update () {

// Calculate index var index : int = Time.time * framesPerSecond; // repeat when exhausting all frames index = index % (uvAnimationTileX * uvAnimationTileY);

// Size of every tile var size = Vector2 (1.0 / uvAnimationTileX, 1.0 / uvAnimationTileY);

// split into horizontal and vertical index var uIndex = index % uvAnimationTileX; var vIndex = index / uvAnimationTileX;

// build offset // v coordinate is the bottom of the image in opengl so we need to invert. var offset = Vector2 (uIndex * size.x, 1.0 - size.y - vIndex * size.y);

renderer.material.SetTextureOffset ("_MainTex", offset); renderer.material.SetTextureScale ("_MainTex", size); }</javascript>

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