[Dev Log] Next Steps for SpriteDX


π οΈ SpriteDX Weekly Progress β One-Shot Character Generator
Last week, I kicked off development on SpriteDX, a Unity plugin with a bold goal:
Generate fully animated, canvas-ready pixel art characters in a single click.
Think of it as a one-shot inference pipeline that goes from text prompt β to full character β to Unity animation controller β all within the Unity Editor.
β Whatβs Working Now
We laid the groundwork using the Unity Platformer Microgame as our base and swapped its default player controller with one rigged for Liberated Pixel Cup (LPC) spritesheets. Here's what the demo character can currently do:
β Stand idle
β Run left/right
β Jump like a pixelated beast
πΌοΈ SpriteDX Editor Preview
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β o o o SpriteDX Demo β
ββββββββββββββββ¬ββββββββββββββββββββββββββββββββββ¬ββββββββββββββββββββββ€
βSpriteDX Demo β βProperties β
β Main Camera β β Prompt β
β Character 1 β βββββββββββββββββββββββ
β β βββββββββ ββBoy wearing a ββ
β β β /// β ββsweater and jeans ββ
β β β (>_<) β βββββββββββββββββββββββ
β β β /[_]\ β β Seed 42 β
β β β _/ \_ β β Height (cm) 172 β
β βββββββββββββββ΄ββββββββ΄ββββββββββββ€ cm/pixel 2.0 β
β β β n-heads-tall 4 β
β β β βββββββββββ
ββββββββββββ¬ββββ΄ββββββββββββββββββββββββββββββββββ€ βGenerateββ
β Assets β ββββ ββββ ββββ ββββ β βββββββββββ
β Scenes β ββββ ββββ ββββ ββββ βAnimation States... β
β Packages β C1 C2 C3 C4 β Idle > β
β β β Walk Right > β
ββββββββββββ΄ββββββββββββββββββββββββββββββββββββββ΄ββββββββββββββββββββββ
π§ Next Steps
π Swap out the LPC sprites with characters generated using Flux + Retro LoRA (or your custom fine-tuned model).
π Implement an API endpoint to handle generation requests from within Unity.
π‘οΈ Add basic safeguards to the API (rate limiting, seed restrictions, prompt filters).
π¨ Continue fine-tuning pixel art quality for consistency across animation frames.
Pixelβs Take: 1. Replace LPC Character with Flux-Generated Character
Why: This proves the core promise β that your pipeline can actually generate usable sprites.
Steps:
Run Flux (w/ Retro LoRA) to generate a spritesheet with idle/walk/jump frames.
Use LPC template layout (or modify your importer) so Unity can ingest it properly.
Drop the generated character into your demo scene to replace the current LPC character.
Bonus: write a mini importer that auto-slices the spritesheet and updates the Animator.
π This will instantly make your project feel magical and real.
Okay, letβs work on this.
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