A 2D project uses sprites and other graphics to create the visuals of its scenes. 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 Atlas 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.
トピック | 説明 |
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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. |