Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. This is a buffer to prevent pixel The smallest unit in a computer image. This maximizes the density of Sprites in the combined Texture, and is enabled by default.ĭefines how many pixels are between the individual Sprite Textures in the Sprite Atlas. More info See in Glossary as well.Ĭheck this box to pack Sprites based on their Sprite outlines instead of the default rectangle outline. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Disable this option if the Sprite Atlas contains Canvas UI element Textures, as when Unity rotates the Textures in the Sprite Atlas during packing, it rotates their orientation in the Scene A Scene contains the environments and menus of your game. This maximizes the density of Sprites in the combined Texture, and is enabled by default. This option is enabled by default.Ĭheck this box to allow the Sprites to rotate when Unity packs them into the Sprite Atlas. For more information about the two types, refer to Master and Variant Sprite Atlases.Ĭheck this box to include the Sprite Atlas Asset in the current build. When you set this property to Variant, Unity reveals additional property settings. More info See in Glossary Atlas’ Type to either Master or Variant. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. Unity creates the Sprite Atlas in the Assets folder, with the file extension. To create a Sprite Atlas in Unity, go to Assets > Create > 2D > Sprite Atlas.
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