Writing
Notes from building the packs. Mostly the parts that were harder than expected, written so they are useful to someone who never buys anything.
- Nine-slice UI in Unity: why a panel stretches wrong
How sliced sprites really scale, the three rules the art has to follow, and the four Unity settings behind most blurry or broken panels.
- One white icon, five button states
How Image colour and Button tint multiply, why UI icons ship white, and when a black set is the only thing that looks clean.
- Why an auto-tiling terrain set has
exactly 47 tiles
Where the number comes from, why the diagonal neighbours usually do not matter, and why the lookup table is the part worth shipping.
- A seamless-texture test that can
actually fail
The obvious seam test passes textures with visible seams. Measuring the join against the texture's own local contrast does not.