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.
|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.