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[Sprite Editor] Slice by Size - Too destructive

Discussion in '2D' started by Conny, Dec 5, 2018.

  1. Conny

    Conny

    Joined:
    Feb 21, 2013
    Posts:
    6
    I find that when Slicing tilesets from a sprite atlas, it's always a huge pain.

    That's because every time you do Slice by Size, it deletes all the old slices and replaces them with new IDs, messing up the current tilemaps.

    However, the Slice Automatic has a "Method" option that avoids this issue.

    Why isn't this option also in Slice by Size?

    Does anyone have a work around for this?
     
  2. PGJ

    PGJ

    Joined:
    Jan 21, 2014
    Posts:
    899
    If you extend your sprite atlas "downwards" and slice it, then all old stuff should wind up in the same place, where as the new stuff gets added as new sprites.
     
  3. Conny

    Conny

    Joined:
    Feb 21, 2013
    Posts:
    6
    Thanks!
    That's a decent enough solution I suppose. But it surely isn't optimal.
    Sometimes you want to leave space in an atlas because you don't want to randomize tile placement. It makes the atlas messy and hard to update if everything is lined up tile by tile through-out the entire atlas.

    I do hope the Unity team makes Slice by Size non-destructive just like the automatic feature.