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How to handle big sprites?

Discussion in '2D' started by SleepyDevil, Jun 19, 2016.

  1. SleepyDevil

    SleepyDevil

    Joined:
    Aug 5, 2013
    Posts:
    30
    Hey there internet,

    how do you guys handle big/HD sprites.
    Would you prefer to import single assets to unity as single images and use the "sprite packer" to make an atlas? Or create the sprite atlas beforehand? Or even just stick with mostly single images?

    Also if i use the "sprite packer" and build my final project will all the single images be integrated in the build ( and blow up the size of my game ) or only the sprite atlas?
     
  2. capnjake

    capnjake

    Joined:
    Nov 12, 2013
    Posts:
    53
    This is entirely up to you and whatever means you find easiest.

    I believe the purpose of the sprite packer is to avoid that. You may have to remove the individual images from your project assets after they are packed and reference the new images from the atlas though.
     
    Landerk likes this.
  3. SleepyDevil

    SleepyDevil

    Joined:
    Aug 5, 2013
    Posts:
    30
    Oh ok, thank you, I just always get the feeling there has to be something like a "best practice" and I don´t know it.

    Hmm.. I think I gotta test around a bit, cause I thought the atlas set just some kind of a pointer to where my orginal sprites are, if that would be the case the atlas would be empty if I remove my original sprites/images from the project.