
The below image shows a material with a standard shader with an image on a Unity 2D plane mesh but there is a shaded square around the outside that marks the image boundary. Use the Cutout and not the Transparent Rendering Mode in Unity or you get this shadow on the transparency. Lighting effects can be much more complex and creatively arranged to hit separate parts of the mesh.Īs stated above you can drop an image onto an object in Unity as a material but it doesn’t light as well and is prone to shadowing. Sprite (left) and Mesh (right) Night Time lighting affects the Blender mesh image but not the Sprite based image. You can see the difference in quality between the Sprite on the left and the lossy baked images of the Mesh on the right – it’s not huge and can be improved with some tweaking (Bilinear Filter mode and upping the Ansio Level to 2 helped with the anti-aliasing and working with the material Metallic and Smoothness parameters also helped). The one on the left is a Sprite based Spline rendering while the one on the right is the Mesh based fbx from Blender. The images directly below are taken from the Game Screen in Unity. Comparing Unity Sprites to Blender Meshes in Unity

There are also Unity solutions that use custom shaders or use a similar mesh and material based solution (see further below for more on that).

You can get light effects on Sprites in Unity if you swap out the default shader with another shared and with the Light Weight Render Pipeline in Unity ( LWRP) but not every project will suit that. Being able to use light effects on a 2D image within the game is pretty huge for making it look pretty and making effects or plot devices (think lightning on a dark and stormy night). You can also light it as a mesh (the default Sprite Renderer cannot be lit). With the Blender approach it’s a mesh in Unity not a Sprite so you can do all the transforms that mesh’s support. Which also means that it’s harder to adjust them to react to other actors, objects, and scene elements once you get it into the game. But the down side is that you have to import the animations into Unity and it’s pretty hard to modify once they are there.

With the Blender animation option you are animating in Blender (which I like much more than animating in Unity).

The two biggest differences for me is that 1. The differences between them at the effort and usability/flexibility layer are many and subtle. I’m looking to see if there are any advantages to using Blender as a 2D Animation tool using meshes over Unity’s Spline Sprite based animation system. This is the end result of the process described: Sprightly Spring Deer This is a follow on from the workflow discussed in the previous post: Preparing 2D Art for Animation.
