This is useful if you want to create various Variant Atlases for a range of platforms with different hardware limitations. 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. The polygon packing mode generates tightly packed sprite sheets, reducing the memory amount compared to rectangular packing algorithms. You see all changes applied to the sprite sheet in real time. Step #5- Drag the plist and image into your game and write code to load them.A Variant Sprite Atlas is a type of Sprite A 2D graphic objects. TexturePacker comes with an easy to use UI that allows you to manage the sprite sheets. Step #4- Click save and then click publish! Step #3- (Optional) Turn off rotation, trim, etc. Step #2- Open finder and drag your sprites onto the right side of Texture Packer In this example, I’m saving to my desktop. Welcome to the official documentation of Godot Engine, the free and open source community-driven 2D and 3D game. Step #1- Start texture packer and quickly enter the data file and image file (top left). Still not sure? Here’s how to make a sprite sheet with texture packer (MAC version) in about 30 seconds: Is there any way besides manually cutting sprites to extract the separate pngs I need to pack them then again into the Texture Atlas under proper names. – Exports metadata for just about any format you need (Cocos2d, Corona, Sparrow, LibGDX, LimeJS, Ogre, Moai, CSS, JSON or make your own) 1 If found a cool sprite sheet on the internet but its irregular. – Export to PNG, JPG, PVR (iPhone native format), PVR.CCZ (Cocos2d), PVR.gz (PVR gzipped) and KTX – Import PSD, PNG, JPG, SWF, TGA, BMP, TIFF Its totally free to use but does not support all features that TexturePacker does. TexturePacker Online (free) This is a web app version of TexturePacker that you can use for your game projects. Simple sprite sheet packer for your game projects. – Color Reduction (dithering, 16 bit conversion, etc.) Simple sprite sheet packer for your game projects. – Rotation (to help fit your sprites even tighter) – Trimming (remove whitespace on individual sprites – very handy!) There are plenty of advanced options if you want to get fancy, such as: Simply drag and drop your png files to the app and that’s it. I’ve been using TexturePacker to do all the sprite sheets for my iOS games and so far I have been impressed.
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