![]() ![]() Now you packed 3200 files using Texture Packer and you want to load a image( Texture) which has file name as "SomePokemon". TextureAtlas pokemonFrontAtlas = new TextureAtlas(("pokemon//pokemon.pack")) pack file, it is loaded using TextureAtlas classįor example imagine a pokemon pack file which has all the pokemons into it. It will pack every texture into one image AND create a. So what we do is we pack the Textures into a bigger Texture using TexturePacker(an application) which then creates a. Now because you want to use TextureRegions, it will be hard to know the dimensions of each and every sub image to load them from Texture Sheet. TextureRegion, takes an area from the Texture according to the dimension you provide, the advantage of having it is that you don't have to load textures again and again and the bigger advantage is you don't have to load each and every texture on GPU as you can do it directly by loading one big texture and extracting sub regions(TextureRegions) from it. That's harsh and will eat loads of memory. So let's say you have 3200 images and you load them separately that means 3200 textures loaded on the GPU. ![]() ![]() I guess the biggest thing for me that the Unity packer doesn't do is output modifiable Mesh assets.Ĭheers, let me know if you want some more input on the current sprite systems.When you load a texture (image) in your game by doing you load a texture in GPU. Unity is now and will likely always be not as fine-grained as that because that's not really the goal heh I've walked that line with Unity team before going as far as assisting in improving features via beta list and private work with the mobile team. This method is great for all sorts of things - but most of all it gives a good gateway into custom-coding whatever you need. In my case, I added a "Attach Shadow Mesh" option which prepends (draw-order safe) and rotates the sprite mesh 90 degrees and vertex color's it so it loses all color information and turns half opaque. It is very easy to tightly integrate TexturePacker's CLI mode to batch process hundreds of existing project files and prepare them for Unity-ization.Īdditionally, it is easy to append features to this importer than Unity Sprites simply cannot accomplish. Hopefully Unit圓D's built in texture packer will offer similar results for Unity Indie eventually, but even for pro features it offers no support for existing sprite sheets being imported without a great deal of labor. ![]() I wrote the original source for this package because I had a massive number of Cocos2D projects and other already-prepped assets show up with sprite sheets that needed converting into Unity (Unity 2.x so iOS 1.5 and Unity 3 eventually). I put it all inside another "Editor" Folder and all is good.Īlso I downloaded the current github repository but I frankly do not know how to make an unitypackage out of that? Are you missing a using directive or an assembly reference?Įdit: ok, figured it out. Are you missing a using directive or an assembly reference?Īssets/TexturePacker/Plugins/TexturePacker.cs(162,24): error CS0246: The type or namespace name `SpriteMetaData' could not be found. Are you missing a using directive or an assembly reference?Īssets/TexturePacker/Plugins/TexturePacker.cs(217,28): error CS0246: The type or namespace name `SpriteMetaData' could not be found. I'm using the script from post#1, its working fine in editor but I'm getting errors on build:Īssets/TexturePacker/Plugins/TexturePacker.cs(15,7): error CS0246: The type or namespace name `UnityEditor' could not be found. ![]()
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