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I tried this. It was hard, but I did it. Left is GIMP, top-right is a Box2D debug renderer, bottom-right is a build shell Code repository for reference The full code is on github here. It's scattered in a whole lot of files, so it's a bit big to put here. See below for an explanation of the technique. How? I used ImageMagick, Potrace, Node.js ...


You would need to know the angle to the element from the spectator, so, if you have A | | \aº| |bº\ | | \| | B where the lines marked with pipes "|" are the "facing" directions, the diagonal is the "attack line", aº is the angle between B sight and A (-30deg) and bº is the angle between A sight and B (-30deg). You had to add the angles to see the ...


R.U.B.E. does this. The feature was included with the addition of samplers since v1.6.0. This tutorial video gives a description of how it can be done. To test, I used Anko's and Xander's images for comparison. First I imported the image of the sword and heart wand into RUBE (I'm on v1.7.0) and created some samplers (shown by dashed outlines) over them. ...


I just received an answer from the Unity Answers forum. It pointed out that I should've tried to disable the mipmaps on the sprites. After disabling them everything worked flawlessly.

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