29 lines
2.3 KiB
Markdown
29 lines
2.3 KiB
Markdown
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# Swapping Sprite Library Assets
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If swapping each Sprite individually takes too much effort, you can instead swap the entire __Sprite Library Asset__ to another one containing alternate Sprites.
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The following example shows how to switch from a Sprite Library Asset of color Sprites to another one containing identical Sprites but in grayscale:
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![](images/bothsprites.PNG)<br/>__Left:__ Prefab with the colored Sprite Library Asset. __Right:__ Prefab with the grayscale Sprite Library Asset.
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1. Create variants of your character artwork. In this example, a grayscale variant of the original artwork was created in Photoshop (or any other compatible image editor).
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2. [Import](PreparingArtwork.md) both .psb files into the Unity Editor. Both become separate Prefabs in the Asset window.
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3. Select the color Prefab and open it in the [Skinning Editor](SkinningEditor.md). Assign each Sprite of the character to a unique [Category](SpriteVis.html#how-to-create-a-category). It is suggested to name each __Category__ and __Label__ after the respective body part of the character. Apply the changes once you are ready, and exit the __Sprite Editor__.
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![](images/image_15.png)<br/>The Category and Label names for the color Prefab.
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4. Select the grayscale Prefab, and give its corresponding Sprites the same __Category__ and __Label__ names as the color Prefab.
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![](images/image_16.png)<br/>Give the same Category and Label names to the grayscale Prefab.
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5. Drag the color Prefab into the Scene view, and go to the root GameObject. The [Sprite Library component](SLAsset.html#sprite-library-component) is attached to the root GameObject and refers to the default __Sprite Library Asset__ that [Unity automatically generated](SpriteSwapIntro.html#how-unity-generates-sprite-swap-assets-and-components).
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![](images/image_17.png)<br/>The color Sprite Library Asset.
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6. With the Inspector window the color Prefab remaining open, go to the Asset window and expand the grayscale Prefab. Find the grayscale Prefab __Sprite Library Asset__ and drag it to the color Prefab‘s __Sprite Library Asset__ box, which replaces the color Prefab’s original Sprite Library Asset.
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7. The Sprites of the color Prefab should have switched to their grayscale counterparts of the grayscale Sprite Library Asset.
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![](images/image_18.png)<br/>The grayscale version of the color Sprite Library Asset.
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