
Preparing Sprite Atlases for distributionĬhoose the default packing behavior for a Sprite Atlas. You can check the feature out right now - it’s been available as a package in preview since 2018.1. Refer to the properties of the Sprite Atlas.Ĭhoose the Type property for a Sprite Atlas.įollow the general workflow to create a Sprite Atlas. We're introducing our own 2D Animation package, which allows you to rig 2D sprites, paint bone weights, and create skeletal animation, all in-editor On top of that, there is support for Inverse Kinematics as well. You can use the Sprite Atlas API to control loading the Sprite Atlases at your project’s runtime. Unity can call this single texture to issue a single draw call instead of multiple draw calls to access the packed textures all at once at a smaller performance overhead. More info See in Glossary is an asset that consolidates several textures into a single combined texture. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. Unity typically issues a draw call for each texture in the scene however, in a project with many textures, multiple draw calls become resource-intensive and can negatively impact the performance of your project.Ī Sprite Atlas A texture that is composed of several smaller textures. This means a single project can contain many texture files.

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. More info See in Glossary and other graphics to create the visuals of its scenes A Scene contains the environments and menus of your game. 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. A 2D project uses sprites A 2D graphic objects.
