Here, one of the most used texture shapes is the 2D Array which is used for optimization or combining different types of texture formats. It also allows you to create other shapes like Cube, 2D Array, and 3D. Texture shape allows you to define and change the shape and structure of the texture. This property allows you to choose from various types like Default, Normal Map, Cursor, Cookie, Sprite (2D and UI), Lightmap, Editor GUI etc. Texture type is the property that allows you to choose the type of texture you want from the image file. Under the main window, you will find the following settings. In this blog, we will be separating the contents into their different sections and covering every sprite setting property in detail. In the image above, you can see that our inspector is filled with the information and settings of the image we have selected. You can navigate to this menu by selecting the image you want to see from Unity's project explorer. Most of the tutorials you find on these are focused on the Sprite Editor and not the Sprite Settings, so in this blog, we will be discussing the settings and features provided through Unity's sprite settings window. If you don't know what that is, texture settings are mostly used whenever we need to extract tileset images or use the sprite editor. I guess the biggest thing for me that the Unity packer doesn't do is output modifiable Mesh assets.Ĭheers, let me know if you want some more input on the current sprite systems.If you are a game developer or someone who uses the Unity engine a lot, you must have come across Unity's Texture Settings window. Unity is now and will likely always be not as fine-grained as that because that's not really the goal heh I've walked that line with Unity team before going as far as assisting in improving features via beta list and private work with the mobile team. This method is great for all sorts of things - but most of all it gives a good gateway into custom-coding whatever you need. In my case, I added a "Attach Shadow Mesh" option which prepends (draw-order safe) and rotates the sprite mesh 90 degrees and vertex color's it so it loses all color information and turns half opaque. It is very easy to tightly integrate TexturePacker's CLI mode to batch process hundreds of existing project files and prepare them for Unity-ization.Īdditionally, it is easy to append features to this importer than Unity Sprites simply cannot accomplish. Hopefully Unit圓D's built in texture packer will offer similar results for Unity Indie eventually, but even for pro features it offers no support for existing sprite sheets being imported without a great deal of labor. I wrote the original source for this package because I had a massive number of Cocos2D projects and other already-prepped assets show up with sprite sheets that needed converting into Unity (Unity 2.x so iOS 1.5 and Unity 3 eventually). I put it all inside another "Editor" Folder and all is good.Īlso I downloaded the current github repository but I frankly do not know how to make an unitypackage out of that? Are you missing a using directive or an assembly reference?Įdit: ok, figured it out. Are you missing a using directive or an assembly reference?Īssets/TexturePacker/Plugins/TexturePacker.cs(162,24): error CS0246: The type or namespace name `SpriteMetaData' could not be found. Are you missing a using directive or an assembly reference?Īssets/TexturePacker/Plugins/TexturePacker.cs(217,28): error CS0246: The type or namespace name `SpriteMetaData' could not be found. I'm using the script from post#1, its working fine in editor but I'm getting errors on build:Īssets/TexturePacker/Plugins/TexturePacker.cs(15,7): error CS0246: The type or namespace name `UnityEditor' could not be found.
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