# 6. 2D Animation Pitfalls Part of [[2D Animation and Sprite Tools]]. Prev: [[5. Worked Example Walk and Outfit Swap]]. ## `.psd` in as a flat texture The official importer path is **`.psb`**. A `.psd` may not use the PSD Importer until you assign it, and large canvases belong in `.psb`. Convert in Photoshop; do not assume Unity will do it. ## SpriteSkin with no bones, or the wrong sprite If you change the `SpriteRenderer` sprite to one that was never skinned, deform stops or looks broken. After a Resolver swap, both labels should be prepared in the Skinning Editor if they must deform. ## Swap used as a flipbook A 12-frame run in a Sprite Library is the wrong tool. Use an Animation clip on `SpriteRenderer.sprite`, or a tileset animated tile for world water ([[Tilemaps and Tilesets]]). ## 3D Animation Rigging on a 2D skin `TwoBoneIKConstraint` is not a SpriteSkin bone. Stay in the 2D Animation package's own IK / bone tools, or rotate bones from script. ## Colliders that follow the mesh A deformed cloak should not become the foot collider. Keep gameplay collision on a stable root shape. ## Category/label typos `SetCategoryAndLabel` returns false. Log it. Silent no-ops look like a renderer bug. ## Animating the library on the wrong object The Resolver must be on the same GameObject as the `SpriteRenderer` it updates (official remarks). A library on a parent is fine; a resolver on the parent and a renderer on the child is not what the docs describe. ## Binary art in Git without LFS `.psb` files are large. Follow [[Version Control]] / Git LFS. ## Sources - PSD Importer 14.0.3 intro: https://docs.unity3d.com/Packages/[email protected]/manual/index.html - `SpriteResolver` 15.1.0: https://docs.unity3d.com/Packages/[email protected]/api/UnityEngine.U2D.Animation.SpriteResolver.html