Cut for a transparent picture
You can use the shoebox
Extract Spritesfunction, drag the picture onto the Extract Sprites feature icon and the image will be automatically cut as shown in:
Click
SettingsYou can set the Clusters merge sub items to False, do not merge subkeys, change the File Name to Slice##.png, and click
ApplyCan. and then press
SaveYou can export the cut picture. As shown in the following:
The build includes a text document that records the coordinates of the sub-graphs for each cut. In the Editor directory of Unity, add the following script: C # Code
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usingSystem.Collections.Generic; usingSystem.Reflection; usingUnityeditor; usingUnityengine; usingSystem.IO;
// <summary> Processing shoebox cut pictures to sprites </summary> PublicclassShoeboxextractspritesimport { [MenuItem ("assets/shoebox/process to Sprites")] StaticvoidProcessextractspritestosprites () { Textasset txt = selection.activeobject asTextasset; if(txt = =NULL) { Debug.logerror ("must be. txt file!"); return; } stringAssetpath = Assetdatabase.getassetpath (TXT); if(Path.getextension (assetpath)! =". txt") { Debug.logerror ("must be. txt file!"); return; }
stringRootPath = Path.getdirectoryname (Assetpath); stringPath = RootPath +"/"+ path.getfilenamewithoutextension (Assetpath); Textureimporter teximp = assetimporter.getatpath (path) asTextureimporter; if(Teximp = =NULL) { return; }
Object[] args =NewObject[2] {0,0}; MethodInfo mi =typeof(Textureimporter). GetMethod ("Getwidthandheight", BindingFlags.NonPublic | BindingFlags.Instance); Oil Invoke (Teximp, args);
var height = (int) args[1]; List<spritemetadata> sprites = Getspritemetadatas (RootPath, txt.text, height);
Teximp.spritesheet = Sprites. ToArray (); Teximp.texturetype = Textureimportertype.sprite; Teximp.spriteimportmode = Spriteimportmode.multiple;
Assetdatabase.deleteasset (Assetpath); Assetdatabase.importasset (path); }
StaticList<spritemetadata> Getspritemetadatas (stringPathstringTextintTotalheight) { List<spritemetadata> sprites =NewList<spritemetadata> (); var slicename ="Slice"; var arraytxt = text. Split (', '); var pngindex =0; foreach(Var txtinchArraytxt) { var arraypoint = txt. Split ("');
intx =int. Parse (Arraypoint[arraypoint.length-2]); inty =int. Parse (Arraypoint[arraypoint.length-1]. TrimEnd ('. '));
pngindex++; var pngname = slicename + pngindex.tostring (). PadLeft (2,' 0 ') +". png"; var Pngpath = path +"/"+ Pngname; Textureimporter importer = Assetimporter.getatpath (Pngpath) asTextureimporter;
if(Importer! =NULL) { Object[] args =NewObject[2] {0,0}; MethodInfo mi =typeof(Textureimporter). GetMethod ("Getwidthandheight", BindingFlags.NonPublic | BindingFlags.Instance); Oil Invoke (importer, args);
var width = (int) args[0]; var height = (int) args[1];
Spritemetadata SMD =NewSpritemetadata (); Smd.rect =NewRect (x, totalheight-y-height, width, height); Smd.alignment =0; Smd.name = Pngname.remove (Pngname.length-4); Smd.pivot =NewVector2 (0.5f,0.5f); Sprites. ADD (SMD);
Assetdatabase.deleteasset (Pngpath); } } returnSprites } }
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In Project view, select this text document, right-click on the function shoebox→process to Sprites, and automatically complete the import into Unity Sprites format, as shown in:
Unity's Sprite Editor also comes with the ability to cut pictures, but when it comes to complex Atlas, the cut is confusing, with a shoebox accuracy ratio.
Shoebox Address: http://renderhjs.net/shoebox/
Unity Shoebox Extract Sprites to unity format