Unity includes Sprite Atlases in a Project’s build by default, and automatically loads them at run time. Clear theInclude in Buildsetting of the selected Sprite Atlas to disable this behavior. If ‘Include in Build’ is disabled, Unity still packs the Sprite Atlas into a *.spriteatlas file...
A Variant Atlas requires a Master type Sprite Atlas to be set in its Master Atlas property. The Variant Atlas receives a copy of the Master Atlas’s contents to use as its own. Refer to documentation on Variant Sprite Atlas for more details about how to create and use Variant Sprite Atla...
The Type property defines whether a Sprite Atlas is a ‘Master’ or a ‘Variant’. Sprite Atlases are created as Master types by default. Set their Type to ‘Variant’ to create a Variant Atlas. A Variant Atlas requires a Master type Sprite Atlas to be set in its Master Atlas property....
Preparing Sprite Atlases for distributionA Project can have multiple Sprite Atlases for different purposes (for example, Variant Atlases with lower-resolution Textures for hardware with different limitations). If you enable all available Sprite Atlases, you might encounter conflicts (refer to Resolving ...
Preparing Sprite Atlases for distributionA Project can have multiple Sprite Atlases for different purposes (for example, Variant Atlases with lower-resolution Textures for hardware with different limitations). If you enable all available Sprite Atlases, you might encounter conflicts (refer to Resolving ...
Unity includes Sprite Atlases in a Project’s build by default, and automatically loads them at run time. Clear the Include in Build setting of the selected Sprite Atlas to disable this behavior.If ‘Include in Build’ is disabled, Unity still packs the Sprite Atlas into a *.spriteatlas ...
Unity includes Sprite Atlases in a Project’s build by default, and automatically loads them at run time. Clear the Include in Build setting of the selected Sprite Atlas to disable this behavior.If ‘Include in Build’ is disabled, Unity still packs the Sprite Atlas into a *.spriteatlas ...
Preparing Sprite Atlases for distributionA Project can have multiple Sprite Atlases for different purposes (for example, Variant Atlases with lower-resolution Textures for hardware with different limitations). If you enable all available Sprite Atlases, you might encounter conflicts (refer to Resolving ...
Ensure that the source Texture of the Sprite is always uncompressed. While packing Sprite Atlas, pixel data is read from the source texture and if it uses any compressed format, it may result in loss of precision as it must be uncompressed first before packing. If a Sprite is packed to a...
Preparing Sprite Atlases for distributionA Project can have multiple Sprite Atlases for different purposes (for example, Variant Atlases with lower-resolution Textures for hardware with different limitations). If you enable all available Sprite Atlases, you might encounter conflicts (refer to Resolving ...