Search Unity

Unity 2017 Sprite Atlas variant NOT rendering properly

Discussion in '2D' started by soaring, Jul 11, 2017.

  1. soaring

    soaring

    Joined:
    Jun 22, 2015
    Posts:
    27
    We have been very excited with Unity 2017's Sprite Atlas, so we are testing it with a game that we are building. Unfortunately, we ran into an issue with variant.

    So, we created 2 sprite aliases, one is a master, the other is a variant at 0.25 scale. We then set it up such that the variant is included in the build, not the master.

    Variant config:
    Screen Shot 2017-07-11 at 2.55.29 PM.png

    Master config:
    Screen Shot 2017-07-11 at 2.55.38 PM.png

    Now, when run the code in the Editor to view the image (which are used as part of the UI), the images don't render properly. It appears as though the sprite atlas wasn't been parsed properly.

    Screen Shot 2017-07-11 at 3.00.54 PM.png

    If we switch back to including the master in the build, however, the image rendered properly again.

    Can you help?

    Thanks,
    Andrew
     
  2. Kuan

    Kuan

    Unity Technologies

    Joined:
    Jul 2, 2014
    Posts:
    87
    Hi!

    Do you mind make a bug report for this case with a smaller repro project? Doing so we can track this better.

    Thanks!
     
  3. soaring

    soaring

    Joined:
    Jun 22, 2015
    Posts:
    27
  4. ldhongen1990

    ldhongen1990

    Joined:
    Dec 18, 2015
    Posts:
    61

    I encountered the same problem. Variant atlas is broken. It also occur when you try to use GetSprite from the Variant atlas asset directly.
     
  5. Asado

    Asado

    Joined:
    Dec 6, 2014
    Posts:
    2
    Try changing the compression format. They behave differently