Game Development Reference
In-Depth Information
texture atlas/sheet together, thereby overriding the default behavior of placing all the as-
sets on the same atlas. Any assets without a tag will be grouped onto the default atlas.
Tip
Texture Atlas packing is a Unity Pro feature that will not be covered in this topic. You can
read more about it at http://docs.Unity3D.com/Documentation/Manual/SpritePacker.html .
If you don't have access to Unity Pro, there are a few texture packing tools out in the wild
that prepack the assets for you (such as Nvidia's texture asset tools available at ht-
tps://developer.nvidia.com/legacy-texture-tools ) . Once there, Unity will automatically
split them up for you; more on this later.
Pixels to units
This option is just a setting that allows you to scale the image asset at import time, the de-
fault being 100 pixels per unit (or scaled up to 100 percent).
Note
This setting is important because it sets the relative scale of the assets you will import to
your defined game units. This is just as important in 2D as it is in 3D. Your base game
unit guides you on how all the assets will scale appropriately to each other, and more im-
portantly, to the camera.
You can manage the game scale through this setting, or you can handle this scale through
the original texture's sizes; the choice is up to you.
The Sprite Editor button
When Sprite Mode is set to Multiple , the button to open the editor (
)
becomes available.
Once you click on the Sprite Editor button, you will be presented with the new Sprite
Editor main window.
All the other settings under the sprite Inspector are pretty much the same with the excep-
tion of the texture compression setting.
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