Version: 2020.3
Language : English
Sprite Masks
Sprite Atlas properties reference

Sprite Atlas

A 2D project uses spritesA 2D graphic objects. 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. More info
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and other graphics to create the visuals of its scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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. This means a single project can contain many texture files. Unity typically issues a draw call for each texture in the scene; however, in a project with many textures, multiple draw calls become resource-intensive and can negatively impact the performance of your project.

A Sprite AtlasA texture that is composed of several smaller textures. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. More info
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is an asset that consolidates several textures into a single combined texture. Unity can call this single texture to issue a single draw call instead of multiple draw calls to access the packed textures all at once at a smaller performance overhead. You can use the Sprite Atlas API to control loading the Sprite Atlases at your project’s runtime.

Topic Description
Sprite Atlas properties reference Refer to the properties of the Sprite Atlas.
Master and Variant Sprite Atlases Choose the Type property for a Sprite Atlas.
Sprite Atlas Workflow Follow the general workflow to create a Sprite Atlas.
Preparing Sprite Atlases for distribution Learn how to distribute Sprite Atlases.
Sprite Packer Modes Choose the default packing behavior for a Sprite Atlas.
Sprite Atlas V2 Use the Sprite Atlas V2 mode.
Sprite Masks
Sprite Atlas properties reference
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