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Correct way to use Sprite Atlases?

Discussion in 'UGUI & TextMesh Pro' started by ccklokwerks, Jul 27, 2017.

  1. ccklokwerks

    ccklokwerks

    Joined:
    Oct 21, 2014
    Posts:
    62
    Is the use of a Sprite Atlas supposed to be completely transparent to other components? i.e. Do I still reference the sprites individually via an Image script?

    The reason I ask is, while doing some R&D on building something for WebGL, I noticed that both the sprite atlas AND THE INDIVIDUAL SPRITES are being included in the build. Something is wrong here, but maybe it's me.

    Portion of my editor log showing the atlas and the individual sprites being included in the build:

    Screen Shot 2017-07-27 at 11.01.13 AM.png
     
  2. HiddenTess

    HiddenTess

    Joined:
    Jan 7, 2016
    Posts:
    21
    I've been seeing similar problems with using the new Sprite Atlases in Asset Bundles. It not only appears to bundle the individual sprites, but a bundle containing a variant atlas seems to have a dependency to the bundle containing the master atlas. This makes me very sad.
     
  3. xucian

    xucian

    Joined:
    Mar 7, 2016
    Posts:
    836
    any update on this?
     
  4. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,589
    xucian likes this.