![]() If you open the Sprite Packer window (menu: Window -> Sprite Packer) and click the Pack button in the top-left corner, you will see the arrangement of the textures packed within the atlas. packing is enabled for both Play mode and builds). packing is used for builds but not Play mode) or Always Enabled (i.e. The sprite packing mode can be changed from Disabled to Enabled for Builds (i.e. The Sprite Packer is disabled by default but you can configure it from the Editor settings (menu: Edit -> Project Settings -> Editor). Users are required to specify a Packing Tag in the Texture Importer to enable packing for Sprites of that Texture. The atlas can optionally be packed on entering Play mode or during a build and the graphics for a sprite object will be obtained from the atlas once it is generated. Unity handles the generation and use of sprite atlas textures behind the scenes so that the user needs to do no manual assignment. Unity provides a Sprite Packer utility to automate the process of generating atlases from the individual sprite textures. For optimal performance, it is best to pack graphics from several sprite textures tightly together within a single texture known as an atlas. ![]() However, a significant portion of a sprite texture will often be taken up by the empty space between the graphic elements and this space will result in wasted video memory at runtime. When designing sprite graphics, it is convenient to work with a separate texture file for each character.
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