Good evening lads! I have a PSB file containg all the assets necessary to generate procedurally a bunch of PNG. Canvas size is 1080 * 2500 and it contains everything, from limbs and torso up to underwear, clothes and several haircuts and eye colours. File is 75Mo ish (Takes a while to import into unity). The problem is, when I import my file into Unity all the layers of my psd files are slices into different size, to be as "tight" (no transparancy around) as possible, and I enp up with 100 mores different sprite sizes. Since some of the sliced assets have different sizes (haircut lenght for example) when I swap them within their category, using the sprite library and the sprite resolver, their placement becomes totally eratic... I tried to fix the problem by moving their pivot one by one, but as I said it takes like 1minutes to actualise any changes I do and my library contains 200+ entries... I tried to bypass the problem by exporting this PSB into 100+ different png files that have all the same dimentions and create manually a prefab and sprites libraries and "tadaa" no more WTF placement problems. But I cannot figure how to skin to animate this prefab. So finally my questions. Can I force slice all the sprite to the same dimentions in imported psb files? And have clean 1080*2500 slices? To skin it as you can do with PSB imported files. Or can I skin a prefab made of sprite renderers controlled by sprite resolvers and libraries as we can do it with PSB files? Like create meshes and bones for the whole prefab at once and not sprites per sprites? Even if my psb file is 1080*2500, when imported in Unity it looks horrendously pixelated. I have to switch it's mas size up to 8192 to get a clean graphics Can I avoid that? I'm afraid of ressources comsumption haha. I hope my explanantions are clear. But don't hesitate to ask any questions. Thank!