![]() The sprite packing mode can be changed from Disabled to Enabled for Builds (i.e. The Sprite Packer is disabled by default but you can configure it from the Editor settings (menu: Edit -> Project Settings -> Editor). Users are required to specify a Packing Tag in the Texture Importer to enable packing for Sprites of that Texture. The atlas can optionally be packed on entering Play mode or during a build and the graphics for a sprite object will be obtained from the atlas once it is generated. ![]() Unity handles the generation and use of sprite atlas textures behind the scenes so that the user needs to do no manual assignment. Unity provides a Sprite Packer utility to automate the process of generating atlases from the individual sprite textures. For optimal performance, it is best to pack graphics from several sprite textures tightly together within a single texture known as an atlas. However, a significant portion of a sprite texture will often be taken up by the empty space between the graphic elements and this space will result in wasted video memory at runtime. Entries without a Name or selected Texture are considered invalid and are automatically removed when changes are applied.When designing sprite graphics, it is convenient to work with a separate texture file for each character. To apply your changes to the edited Sprites, select Apply on the toolbar A row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. To delete a Secondary Texture from the list, select it and then select the ‘-’ button at the bottom right of the window. Click outside of the Secondary Textures list to deselect the entry, and the main Sprite Texture is visible again. To preview the Secondary Texture in the Sprite Editor window with the main Sprite Texture hidden, select an entry in the list. Align the Secondary Textures with the main Sprite Texture to ensure that additional Texture effects are displayed correctly. Secondary Textures are sampled with the same UV coordinates as the main Sprite Texture. To select the Texture used by the Secondary Texture, drag the Texture Asset directly onto the Texture field, or open the Object Picker window by selecting the circle to the right of the field. Suggested names remain in the drop-down menu even after their associated packages are uninstalled. The drop-down arrow to the right of the Name field displays a list of valid suggested names. Some Unity packages suggest Texture names that can be used with their Shaders. You can enter a custom name for the Secondary Texture in the Name field. ![]() Each added Secondary Texture appears as an entry on the list, with two fields: Name and Texture. You can add a maximum of eight Secondary Textures to each Sprite or Sprite Sheet. To add a new Secondary Texture entry, select the ‘‘+’’ at the bottom right of the Secondary Textures panel. To use this functionality, select the Secondary Textures module from the drop-down menu at the top left of the Sprite Editor window. More info See in Glossary and are not available for other Renderer components. Secondary Textures are currently only supported by Sprite Renderers A component that lets you display images as Sprites for use in both 2D and 3D scenes. More info See in Glossary can then sample these secondary Textures to apply additional effects on the Sprite, such as normal mapping. More info See in Glossary Editor’s Secondary Textures module can associate additional Textures with edited Sprites. 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. ![]()
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