Asset Manipulation

In this section, the components Harmony Mesh and Harmony Renderer in Unity will be described.

TBG Workflow

If you are importing sprites to Unity through the TBG workflow, asset manipulation options for TBG files will display in the inspector view. The asset manipulation options displayed are different from the asset manipulation options displayed in the XML workflow.

TBG Asset Renderer

Harmony Renderer for the TBG file workflow is used to control the animation and rendering of Harmony assets for TBG files as well as expose important variables you may want to change during runtime.

TBG Importer

When TBG files are imported to Unity, the Harmony assets are converted to Unity prefabs, AnimationClips, and other assets. The TBG Importer allows you to specify how the assets and animations are created.

XML Workflow

If you are importing sprites to Unity through the XML workflow, asset manipulation options for XML files will display in the inspector view. The asset manipulation options displayed are different from the asset manipulation options displayed in the TBG workflow.

Harmony Mesh

The Harmony Mesh component is used by the Harmony Renderer to create asset meshes based on the exposed drawings in your animation.

XML Asset Renderer

Harmony Renderer for the XML workflow is used to control the animation and rendering of Harmony assets for XML files as well as expose important variables you may want to change during runtime.

Skin Settings

The Skin Settings allow you to change in real-time the skin you’ve exported from Harmony. To change a skin you first need to press the + button to add a group. You need to add as many groups as you had in your Harmony export. If you had no groups, just add one and leave it on all. You can define which group you want to modify, and then which skin to assign to which group. You can then remove a group by selecting any group and pressing the - button.