Introduction to Unity3d Sprite Packer usage

Source: Internet
Author: User

The pictures we use to make sprites are usually left with a lot of blank space, and after we've finished the sprite, these places are probably not going to work. If we want to avoid the waste of these resources, we can make each sprite into Atlas, the space on the image as far as possible to enrich a little. At this point, we need a tool to make the atlas.

1. First, unity does not open the Atlas Packaging tool by default in the editor environment, and the auto-packaged atlas is performed only at build time. Edit–project Setting–editor.

Since this function is so automated, then why is the first disabled state, we need to manually go to the editor setting inside the set open it? The reason is that this feature will take some time to work on when Unity opens the project, and if you need to calculate a lot of sprites, it will be slower to open. The calculated graph Assembly is placed in the cache folder Project\library\atlascache, and if you delete the contents, unity will be the atlas again.

2. Without setting Packing Tag, unity should not know how to pack the atlas. So take the picture you want to pack. Set Packingtag.

3. In the resources of the picture, unity will not be packaged into the collection!

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How do I get a sprite that uses the system's own Packer to pack the sprite in Unity3d?

Unity3d does not provide such a method, generally playing the atlas is to reduce the drawcall and according to the function of the split resources.

For example, in determining this scene to display the backpack, load the Backpack atlas, so as to reduce memory consumption. Things on the atlas are generally referenced directly above the UI, and there is little need to take a single sprite by name.

How to solve?

Use third-party tools, like Texturepack. and put it in resuouts or Assetbundler.

Links: http://www.xuanyusong.com/archives/3315

Introduction to Unity3d Sprite Packer usage

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