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Feel free to buy me a cup of coffee! :)
How To Use
for a convex sprite, drag the "convexOut" script into the gameobject or add it as a component
for a concave sprite, drag the "concaveOut" script into the gameobject or add it as a component
All Test Basic Tests and Features
Basics
viewable in scene view
viewable in game view
viewable in edit mode
viewable in game mode
Camera
both perspective and orthographic mode
all rendering paths
occlusion culling (on or off)
allow hdr (on or off)
allow msaa (on or off)
allow dynamic resolution (on or off)
Follows Object Transform
position
rotation
scale
Inspector Options
remove component
Hierarchy Right Click Options
copy
paste
duplicate
delete
Sprite Renderer
can switch sprite
can change sprite color with no effect on outline or overlay
flip x and flip y
draw mode (simple)
Extras
creating a prefab and making multiple copies of that prefab
semi-transparent sprites supported
multiple outlines of different types on the same object (for rainbow color outlines)
works with animated sprites (by setting the "Animator" "Update Mode" to "Animate Physics”)
Limitations
Since I am using the sprite itself to create it's outline, if the sprite is semi transparent, then the outline and the overlay will also be semi transparent
"Draw Mode Sliced" Does Not Work if you use a clipping mask (because Unity's Sprite Mask doesn't currently work with its 9 slice system)
"Draw Mode Tiled" Does Not Work (because Unity's Sprite Mask doesn't currently work with it)
The Standard "Reset" Option Does Not Work (use the built in reset button instead)
The "Copy Component" Option Does Not Work and therefore the "Paste Component as New" and "Paste Component Value" Options Dont Work Either
Outline Features (for both convex and concave outlines)
Optimization Variables
Update Sprite Every Frame [bool]
Debugging Variables
Show Outline Game Objects in Hierarchy [bool]
Sprite Overlay Variables
Active [bool]
Order in Layer [int]
Color [Color]
Clipping Mask Variables
Active [bool]
Alpha Cut Off [float] (only relevant if “Clip Center” == True)
Custom Range [bool] (only relevant if “Clip Center” == True)
Front Layer [int] (only relevant if “Custom Range” == True)
Back Layer [int] (only relevant if “Custom Range” == True)