The following are guidelines to follow when creating a character rig in Harmony if you plan to export it for use in Unity.
When rigging and animating game sprites, you need to keep in mind the size of the exported sprite sheets as well as the resources required to play out their animations.
If you are working on a console or PC game, you have a lot of leeway for both, as they often have high performance video cards and a lot of storage space.
If you are working on a mobile game, you might need to take measures to ensure your animation and sprite sheets are lightweight, as mobile devices have slower rendering hardware and more limited storage space. Also, some users may want to download your game over a mobile data network with costly data charges.
When creating your character rig's structure, you should use a simple peg-layer hierarchy, which means:
Body parts that are meant to move together with other body parts (i.e.: the head with the neck, the forearm with the arm, etc.) can be rigged together in either one of these ways:
Nudging layers on the z-Axis to change the order in which they appear is supported and its effect will be visible in Unity. However, you should not attempt to put layers at significant distances from each other on the z-Axis in Harmony, as they will not be rendered in perspective in Unity.
By default, pegs use 3D Path functions to record their position. It is recommended, but not required, to configure your pegs to use Separate position functions instead, as 3D Path functions are a bit heavier on performance. You can make a peg use separate functions by opening its Layer properties, then selecting Separate under the Position section.
NOTEConverting a peg or layer's function type to Separate will discard any existing animation on that peg or layer.
How to make a peg's position functions separate
Aside from the Cutter, you should not use any effect, as no other effect supported by Harmony can be exported to Unity.
The use of bitmap image files (i.e.: .png or .tga files) in your rig is not supported.
|Symbols||The use of symbols is not supported.|