The Type property defines whether a SpriteA 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
See in Glossary Atlas is a ‘Master’ or a ‘Variant’. Sprite Atlases are created as Master types by default. Set their Type to ‘Variant’ to create a Variant Atlas.
A Variant Atlas requires a Master type 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
See in Glossary to be set in its Master Atlas property. The Variant Atlas receives a copy of the Master Atlas’s contents to use as its own. Refer to documentation on Variant Sprite Atlas for more details about how to create and use Variant Sprite Atlases.
When the Sprite Atlas Type is set to ‘Variant’, the following properties appear:
|Set the Atlas’s Type to Variant to reveal the following properties.
|A Variant Atlas receives a copy of its Master Atlas’ contents to use as its own. Assign a Sprite Atlas to this property to make it the Master Atlas of the currently selected Variant Atlas. The Master Atlas cannot be a Variant Atlas itself.
|Include in Build
|Check this box to include the Sprite Atlas in the current build. This option is enabled by default.
|Set the scale factor of the Variant Sprite Atlas that can range from 0.1 to 1. The size of the Variant Atlas Texture is the result of the Master Atlas’ Texture multiplied by the Scale value. The default and maximum Scale value is 1, where the Variant Atlas Texture remains identical to its Master Atlas’ Texture.