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Sprite Atlas Packer V2

Discussion in '2020.1 Beta' started by mahdi_jeddi, Jan 29, 2020.

  1. mahdi_jeddi

    mahdi_jeddi

    Joined:
    Jul 18, 2016
    Posts:
    60
    Are there any info about this new sprite packer mode in editor settings in 2020.1a20? I can't find anything on the forums or on the manual or internet. All it's doing now is to disable the atlas controls and act as if the packing is not enabled for editor.

    I would love to know what this option does and what are the improvements.

    Screenshot_1.png
    Screenshot_2.png
     
  2. TJHeuvel-net

    TJHeuvel-net

    Joined:
    Jul 31, 2012
    Posts:
    456
    Odd they call it v2 because this seems to be the third iteration. First we had sprite packing tags, then sprite atlas assets.
     
  3. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,555
    Interested as well :)
     
  4. Kolyasisan

    Kolyasisan

    Joined:
    Feb 2, 2015
    Posts:
    294
    In case if I'm not mistaken, Sprite Atlas V2 has one particular improvement over Sprite Atlas V1 regarding asset bundles and, inherently, addressables. Sprite Atlas V2 will not duplicate the sprite texture inside a bundle (so only the atlas texture is included) provided that
    1 - the original sprite texture asset is not explicitly included
    2 - the sprite atlas is explicitly included in one of the bundles to avoid atlas dupes
     
    mahdi_jeddi likes this.
  5. Oshigawa

    Oshigawa

    Joined:
    Jan 26, 2016
    Posts:
    278
    Will it be possible to just load the whole atlas and sprites in it via addressables without all the array and GetSprites stuff?
     
  6. mahdi_jeddi

    mahdi_jeddi

    Joined:
    Jul 18, 2016
    Posts:
    60
    If I'm not mistaken the old system duplicated only sprites' info in very small sprite files with the same names and not the whole sprite with texture. I'm saying this from checking the file size report after the build: all of the sprite files were a few hundred bytes instead of multiple hundreds of kilobytes in our case. But any improvements to this system is really appreciated.
     
  7. Venkify

    Venkify

    Unity Technologies

    Joined:
    Apr 7, 2015
    Posts:
    277
    SpriteAtlas V2 is an experimental version to address the following:

    1) Support for Cache-Server/Accelerator. (SpriteAtlas v1 maintained its own local cache in Library\AtlasCache but V2 uses Importer workflow and hence data is stored/cached in the regular artifacts folder thereby also supporting Cache-Server/Accelerator).
    2) As SpriteAtlas V2 uses Importer workflow and the source asset never gets modified(unless modified by user through Inspector of course).

    Also the following are known limitations :

    1) Adding a folder as packable is not yet supported in SpriteAtlas V2.
    2) Packing SpriteAtlas V2 is immediate (V1 defers packing to EnterPlayMode/Build time).
    3) Scripting support for V2 is not added yet.

    We will address the above in the coming releases.

    More info here : https://docs.unity3d.com/2020.1/Documentation/Manual/SpriteAtlasExperimental.html
     
    mahdi_jeddi and LeonhardP like this.
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