

Useful for the mesh run time deformation, like cloth, verlet or any other. Split awkwardly shaped sprites to pack more efficiently Precisely define sprite meshes for the best result or future manipulations.

Optimal Concave or Convex mesh generation from sprites.
#UNITY TEXTUREPACKER UPGRADE#
Or you can upgrade to Pro for $20 and have unlimited texture size. Note: Free version has a texture size limit of 1024×1024. Project settings file saved in a simple JSON format.

Exported meshes are ready to be immediately used in any modern game engine or 3D application. Precise mesh shape adjustment for each sprite for the best result.Įxport mesh to FBX, UNITY SPRITES, COLLADA, OBJ or JSON. psd) -> Select folder for atlas and meshes -> Hit Build It allows for an additional 30%-90% free space compared to square or other concave packing algorithms.Įasy to use. In those cases, you have to use solution 2.Sprite UV is a UV Map/Sprite/Texture Packer that features extremely tight packing. In one project that I worked on, we have custom SplitAlpha shaders that do not work with Unity Sprite Packer and SpriteRenderer. For instance, you have to use a special material and shader, then the material might not work with Unity Sprite Packer. Note that sometimes this option is not possible. The second solution is to use a tool that automatically load all the sprites into a prefab that can be loaded dynamically in runtime. This solution works for small projects but it does not scale. So this is perfect, but you cannot load sprite dynamically anymore? There're 2 solution for this problem.įirst, you can add all the needed sprites to whatever objects using them, then enable/disable the correct ones by code. The sprite will be loaded automatically from that sprite sheet.

#UNITY TEXTUREPACKER UPDATE#
If you move a sprite from one path to another, you will have to update the path in all objects that use that sprite. One big disadvantage with using external tools is that you cannot move sprites easily. Packing sprites using Unity Sprite Packer This is the best solution since it creates much more optimized sprites. You can try the asset SimpleSpritePacker. You will have the original textures in Unity, then the Sprite atlas will be created inside Unity easily by dragging, dropping sprites to the tools, or some other similar method.
#UNITY TEXTUREPACKER CODE#
I have a tool and Unity code for this but I cannot publish them due to copyright. In Unity, you have to write an Editor extension to slice the Sprite atlas using the Uvs information in the text/json file. Remember to export the UVs information to text, or json and copy it to Unity.
