collecting sprites that will show up in the same area / at the same time into the same atlas it's up to the developer to assign appropriate packing tags to achieve this. Yes, atlasing should be done based on the expected usage pattern of the sprites in the game, i.e. I am one of the up-voters for this feature request. I was considering using them to grab assets out of such that an atlas of like things could be loaded via asset bundle and addressed via names taken out of a json manifest where the names of the sprites would only be known at runtime. I don't understand what the atlas name would be for if you can't then address an atlas with it.Īnyway, if we can't get references to individual atlases and then sprites within them then, yeah, I would think this should be implemented. Having looked through the unity scripting docs I did not find a SpriteAtlas class, which I honestly expected to find after finding Packer.atlasNames. If you can already do this then I am missing the point of the request. Being able to assign things in the inspector is great, but you have to be able to address things in code too imho. I haven't used atlases or multi-type spite imports yet, but it seems to me that the use case for being able to get sprites by name out of an atlas is to be able to use them as though they were not part of an atlas. To be fair the current process is to make some public fields on a prefab, drag in some sprites and reference sprites by var name / array index using enums OR put prefabs with sprites on them in the Resources folder if I want a sprite change in code, which negates the tag process entirely. I guess this also leads to the assumption that you could say "tag name"."sprite name" to get a sprite. So Asian Furniture would make sense, if you are in the asian house on the asian level. Tags as I understand it, are to help you load sprites by theme, and negate loading textures into memory that you won't be using. Would be nice to have arrowkey navigation here or be able to name them in the Project window rollout triangle)īasically, I have given up on naming sprites individually, as it is a laborious process. (a nice feature would be to be able to name sprites quicker, right now it takes ages to click on each one in the sprite editor, also you end up accidentally moving some when you click on them. If all you want is a list of all couches for logical use, the SpritePacker is IMHO the wrong tool to help you build that list. My question to you is: Do you want to iterate the list of Asian furnitures or do you want to iterate the list of all couches? This is not efficient and defeats the purpose of SpritePacker.īut you might want to have a list of all couches for your in-game store so you could let the user browse through and buy the couch. By doing this, rendering the Asian room will require the CouchAtlas, TableAtlas, ChairAtlas. What you wouldn't do is to group all the couches into a Couch atlas so it would contain the AsianCouch, VikingCouch, MayanCouch. In all likelihood you will render an Asian room with Asian chair, table and couch. Say you have AsianFurnitures tag and all your Asian style furniture go into there. The point of a the SpritePacker is to group related textures to reduce draw calls. Trying to understand this request since it keeps coming up persistently.
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