

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. 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 as well.Ĭheck this box to pack Sprites based on their Sprite outlines instead of the default rectangle outline. 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. Refer to documentation about Master and Variant Sprite Atlases for more information about the two types.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. Set the Sprite Atlas’ Type to either ‘Master’ or ‘Variant’. Unity creates the Sprite Atlas in the Asset folder, with the file extension *. To create a Sprite Atlas, go to menu: Asset > Create > Sprite Atlas. Sprite Atlas Inspector window Sprite Atlas properties
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In addition, the Sprite Atlas API provides you with control over how to load the Sprite Atlases at your Project’s run time. 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. Unity normally 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 is an Asset that consolidates several Textures into a single combined Texture. This means a single Project might 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.
