![]() Fixed texture unpacker extracts regions with wrong size occasionally. Fixed texture regions get written with wrong padding. Hotfix release (4.8.0 packing is broken). It has more features than any of the competition and is ready for production-level games - highly recommended! Ray Wenderlich - Writer of awesome tutorials for Cocos2D, Cocos2d-X, Unity Texture Packer is hands down the best sprite sheet generation tool on the market. ![]() Removed obsolete texture path setting for Phaser 3 Mac OS X Version 4.8.3 () AtlasTexture and TileSet exporter for Godot 3 Speed up polygon packer They can also save disk and video memory in cases where the sprites can be packed on a sheet more efficiently (generally requires special tools). Using a sprite sheet helps achieve better performance by batching the draw calls. ![]() A true color 2048x2048 sprite sheet requires 16MB of RAM - scaled down to 50% it's just 4MB.Ī sprite sheet is a way to combine sprites into a single file. They can also save disk and video memory in cases where the sprites can be packed on a sheet more efficiently (generally requires special tools).įor these devices it's a good idea to create scaled down versions of your sprite sheets and only load the sheets with the apropriate resolutions. This is useful if you want to create various Variant Atlases for a range of platforms with different hardware limitations.Cocos2d-x Animation Error Sprite sheet Cocos CreatorĪ sprite sheet is a way to combine sprites into a single file. Set the Scale of the Variant Atlas from the range of 0.1 to 1:Ĭreate multiple Variant Atlases with the same Master Atlas and different Scale values to create lower-resolution copies of the Atlas Texture. The resolution of the Variant Atlas’ Texture is the result of the Master Atlas’ Texture multiplied by the Scale factor. Scale the Textures of a Variant Sprite AtlasĪ Variant Sprite Atlas scales the Textures it gets from its Master Atlas via its Scale property. The build then automatically loads the Variant Sprite Atlas instead of the Master Atlas at run time. To automatically load Sprite Textures from the Variant Atlas instead of the Master Atlas, enable Include in Build for the Variant Atlas only and disable it for the Master Atlas. In a Project that includes both a Master and a Variant Sprite Atlas, if both are Included in the Build, then the Textured used by mutual Sprites can come from either Sprite Atlas (refer to Scenario 3 of the Resolving different Sprite Atlas scenarios page). It contains the Texture Assets that the Variant Atlas will derive its own content from.Ĭreate a new Sprite Atlas, and set its Type to ‘Variant’.Īssign the Sprite Atlas prepared in Step 1 to this property to set it as the Variant’s Master.Īs a Variant Atlas without a Master Atlas contains no content on its own, Unity will not pack it into a. Prepare the Sprite Atlas that will be the Variant Atlas’ Master Atlas. Their main purpose is to create a variation of another Sprite Atlas’ Textures but with a different scaled resolution. Variant Sprite Atlases are an optional step in the Sprite Atlas Workflow. More info See in Glossary set as its Master Atlas. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. Instead, it receives a copy of the content from the Sprite Atlas A texture that is composed of several smaller textures. ![]() More info See in Glossary Atlas that does not contain its own list of selected Textures as it has no Objects for Packing list in its properties. 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 Variant Sprite Atlas is a type of Sprite A 2D graphic objects.
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