├── .gitignore ├── Assets ├── Example.meta ├── Example │ ├── carExample.cs │ ├── carExample.cs.meta │ ├── gokart.asset │ ├── gokart.asset.meta │ ├── scene.meta │ ├── scene │ │ ├── example.unity │ │ └── example.unity.meta │ ├── spr.meta │ └── spr │ │ ├── gokart.aseprite │ │ ├── gokart.aseprite.meta │ │ ├── gokart1.png │ │ ├── gokart1.png.meta │ │ ├── gokart2.png │ │ ├── gokart2.png.meta │ │ ├── gokart3.png │ │ ├── gokart3.png.meta │ │ ├── gokart4.png │ │ ├── gokart4.png.meta │ │ ├── shadow.aseprite │ │ ├── shadow.aseprite.meta │ │ ├── shadow.png │ │ └── shadow.png.meta ├── scripts.meta └── scripts │ ├── displayObject.cs │ ├── displayObject.cs.meta │ ├── stackobject.cs │ └── stackobject.cs.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | -------------------------------------------------------------------------------- /Assets/Example.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 23411a106fdb97f4e8d2bb803ebb4874 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Example/carExample.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | public class carExample : MonoBehaviour 6 | { 7 | Rigidbody2D rb2d; 8 | displayObject disp; 9 | float maxSpeed = 10; 10 | // Start is called before the first frame update 11 | void Start() 12 | { 13 | disp = GetComponent(); 14 | rb2d = GetComponent(); 15 | } 16 | 17 | // Update is called once per frame 18 | void Update() 19 | { 20 | if(Input.GetKeyDown(KeyCode.R)) 21 | { 22 | SceneManager.LoadScene("example"); 23 | } 24 | float y = Input.GetAxis("Vertical"); 25 | float x = Input.GetAxis("Horizontal"); 26 | if (y != 0) 27 | disp.rotation += new Vector3(0, 0, -x * 4); 28 | 29 | GameObject body = 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pSDRemoveMatte: 0 100 | pSDShowRemoveMatteOption: 0 101 | userData: 102 | assetBundleName: 103 | assetBundleVariant: 104 | -------------------------------------------------------------------------------- /Assets/scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c8323aeab36da641a8f98c32c6fc28a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/scripts/displayObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class displayObject : MonoBehaviour 6 | { 7 | public stackobject stackObject; 8 | public Vector3 rotation; 9 | public Vector3 offset = new Vector3(0, 0.05f, 0); 10 | public int orderInLayer = 0; 11 | 12 | public List partList; 13 | void GenerateStack() 14 | { 15 | 16 | GameObject parts = new GameObject("Parts"); 17 | parts.transform.parent = transform; 18 | parts.transform.localPosition = Vector3.zero; 19 | for (int i = 0; i < stackObject.stack.Count; i++) 20 | { 21 | GameObject stackPart = new GameObject("part"+i); 22 | SpriteRenderer sp = stackPart.AddComponent(); 23 | sp.sprite = stackObject.stack[i]; 24 | stackPart.transform.parent = parts.transform; 25 | stackPart.transform.position = Vector3.zero; 26 | 27 | partList.Add(stackPart); 28 | } 29 | } 30 | 31 | void Start() 32 | { 33 | GenerateStack(); 34 | } 35 | void draw_stack() 36 | { 37 | int s = orderInLayer; 38 | Vector3 v = Vector3.zero; 39 | foreach (GameObject part in partList) 40 | { 41 | part.transform.localPosition = v; 42 | v += offset; 43 | part.transform.localRotation = Quaternion.Euler(rotation); 44 | 45 | part.GetComponent().sortingOrder = s; 46 | s += 1; 47 | } 48 | } 49 | void Update() 50 | { 51 | draw_stack(); 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/scripts/displayObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b633b72f9ffac83478e1c5ed8e19b773 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/scripts/stackobject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [CreateAssetMenu(fileName = "new 3d object", menuName = "StackObject")] 6 | public class stackobject : ScriptableObject 7 | { 8 | public List stack; 9 | } 10 | 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A simple script I made for Unity to make sprite stacking easier!

3 | 4 | Here I have a few examples how everything looks. 5 | 6 | ![Alt Text](https://media.giphy.com/media/xAlARaQRTFjrU32GON/giphy.gif) 7 | 8 |

How does it work?

9 | This script generates a fake 3D object from 2D sprites. You can adjust the rotation, and offset of each segment.
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11 | 12 | 13 |

How to use it?

14 | After you've downloaded this project, open it in your unity editor. I made a little example scene with the car that you can control with arrow keys or wsad. 15 | 16 | To make new 3D object, you need to do the following things: 17 | * Right-click on your project folder and create new "Stack Object" 18 | * In the stack object, fill the list with your sprites from bottom one to top one. 19 | * Create empty game object on the scene and "displayObject.cs" script to it. 20 | * In the Display Object script in the inspector, drag and drop your stack object you've created earlier into the "Stack Object" variable. 21 | 22 |

Have Fun!

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