![]() This property is only valid for uncompressed or DXT compressed Textures as Unity can’t read other types of compressed Textures.Ĭheck this box to enable mipmap generation. This doubles the amount of memory required for Texture Assets, and can negatively affect performance. If you enable this property, Unity creates a copy of the Texture data. The default value is 4 pixels.Ĭheck this box to enable access to the Texture data from script functions (such as Texture2D.SetPixels, and other Texture2D functions). More info See in Glossary overlap between Sprites that are next to each other in the Sprite Atlas. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. This is a buffer to prevent pixel The smallest unit in a computer image. This maximizes the density of Sprites in the combined Texture, and is enabled by default.ĭefines how many pixels are between the individual Sprite Textures in the Sprite Atlas. ![]() More info See in Glossary as well.Ĭheck this box to pack Sprites based on their Sprite outlines instead of the default rectangle outline. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Disable this option if the Sprite Atlas contains Canvas UI element Textures, as when Unity rotates the Textures in the Sprite Atlas during packing, it rotates their orientation in the Scene A Scene contains the environments and menus of your game. This maximizes the density of Sprites in the combined Texture, and is enabled by default. This option is enabled by default.Ĭheck this box to allow the Sprites to rotate when Unity packs them into the Sprite Atlas. ![]() For more information about the two types, refer to Master and Variant Sprite Atlases.Ĭheck this box to include the Sprite Atlas Asset in the current build. When you set this property to Variant, Unity reveals additional property settings. More info See in Glossary Atlas’ Type to either Master or Variant. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. Unity creates the Sprite Atlas in the Assets folder, with the file extension. I see, well that is something thank you for the quick answers.To create a Sprite Atlas in Unity, go to Assets > Create > 2D > Sprite Atlas. However, the system itself didn't expose the required functionality in unity 4.3, and I haven't had the time to see if thats changed in 4.5. I did have plans to integrate tighter with the unity 2d system. Are there any future plans to incorporate Unity's 2D sprite framework into the 2D toolkit pipeline? If so, will current tk sprite collections continue to work if the framework is changed? I ask this because, ultimately, I don't want to have to go through what I'm doing now (rework my assets to fit a backend/middleware solution rather than the other way around). Thank you very much, this will definitely help things along here on my end. However you can write a little bit of code to save a texture packer imported spritesheet as a tk2dSpriteCollection that you can then use in the animation system. No it isn't possible to use Unity spritesheets, and TexturePacker import is only supported at runtime. Hopefully, I could get an answer to one or both of these questions before I start going through the process of rebuilding my spritesheets with the 2DTK utility from scratch (I'd have over 1000+ sprites to label and align). * Is there currently any type of a conversion utility/tool/etc to convert from the aforementioned systems to 2DToolkit? * Is there a way to use pre-existing Unity 2D 4.3+ spritesheets (sliced and labeled) and/or Code&Web's TexturePacker Unity 4.3 compatible spritesheets with 2DToolkit's "spriteanimation" system? I just purchased 2Dtoolkit today (as of this post's timestamp) based on the reported compatibility with 4.3's sprite system, and I never saw mention of Unity 4.3 sprite sheets not being supported until the single forum posting I found. I've tried several searches of the forums here to find an answer to my issue, and I can only find one terse response from Unikron Software from sometime in March of this year(SEE HERE). Unity 4.3 2D Sprite Sheet/TexturePacker atlases to 2DToolkit SprteCollection?
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