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Sprite Atlas won't rotate sprite

Discussion in '2D' started by VoodooDetective, Apr 17, 2022.

  1. VoodooDetective

    VoodooDetective

    Joined:
    Oct 11, 2019
    Posts:
    239
    I've got a 4K sprite atlas and 9 2880x543 sprites I'd like to pack. There's certainly enough room to pack all nine, but for some reason, with tight packing, rotation, and padding==2, the Sprite Atlas arranges the sprites so that only 7 of them fit.

    They're stacked going from the top left corner down to the bottom left.

    Any reason why this is happening?
     
  2. Venkify

    Venkify

    Unity Technologies

    Joined:
    Apr 7, 2015
    Posts:
    644
    By design, sprites are rotated only in 90 degree steps when packed to Atlases. This ensures that there are no rendering artifacts especially when using Tight-mesh Sprites or Pixel Perfect games.
     
    VoodooDetective likes this.
  3. VoodooDetective

    VoodooDetective

    Joined:
    Oct 11, 2019
    Posts:
    239
    Oh interesting! Well I would have expected a 90 degree turn of two of those 2880x543 sprites to do the trick. They'd only need to be rotated 90 degrees to have them fit in the side of the 4096x4096 texture that's not taken up by the other 7 sprites. But maybe I'm not understanding.