![]() ![]() Entries without a Name or selected Texture are considered invalid and are automatically removed when changes are applied. To apply your changes to the edited Sprites, select Apply on the toolbar A row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. To delete a Secondary Texture from the list, select it and then select the ‘-’ button at the bottom right of the window. Click outside of the Secondary Textures list to deselect the entry, and the main Sprite Texture is visible again. To preview the Secondary Texture in the Sprite Editor window with the main Sprite Texture hidden, select an entry in the list. Align the Secondary Textures with the main Sprite Texture to ensure that additional Texture effects are displayed correctly. Secondary Textures are sampled with the same UV coordinates as the main Sprite Texture. To select the Texture used by the Secondary Texture, drag the Texture Asset directly onto the Texture field, or open the Object Picker window by selecting the circle to the right of the field. Suggested names remain in the drop-down menu even after their associated packages are uninstalled. The drop-down arrow to the right of the Name field displays a list of valid suggested names. Some Unity packages suggest Texture names that can be used with their Shaders. You can enter a custom name for the Secondary Texture in the Name field. Each added Secondary Texture appears as an entry on the list, with two fields: Name and Texture. You can add a maximum of eight Secondary Textures to each Sprite or Sprite Sheet. To add a new Secondary Texture entry, select the ‘‘+’’ at the bottom right of the Secondary Textures panel. It reads a data file provided by TexturePacker and slices the sprite sheets. The easiest way is to use TexturePacker Importer. What you currently see is that this information is not property provided. To use this functionality, select the Secondary Textures module from the drop-down menu at the top left of the Sprite Editor window. Unity needs some way of 'finding' the animation frames in the sprite sheet. More info See in Glossary and are not available for other Renderer components. Secondary Textures are currently only supported by Sprite Renderers A component that lets you display images as Sprites for use in both 2D and 3D scenes. More info See in Glossary can then sample these secondary Textures to apply additional effects on the Sprite, such as normal mapping. ![]() More info See in Glossary Editor’s Secondary Textures module can associate additional Textures with edited Sprites. 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. That way you can stuff as many usefull things as you need in a single Atlas in the most optimized and elegant way you could dream of.The Sprite A 2D graphic objects. You create them dynamically at runtime for each level of your game. Now if you want to get one step further in optimizing performances, you just don't import or create spritesheet in the Editor. ![]() Those cannot be stored in a spritesheet and are pretty much automatically handled by SM2. Important animations parameters are in fact not part of a spritesheet : the order in which the frames will play, the time of display for each frame, the offset for each frame to handle a static pivot on irregularly sized frames, etc. No need to have a neatly, evenly aligned, unoptimized spritesheet. When using PackTexture, you get an array with all uv coordinates for each picture. The most important thing to use a spritesheet efficiently is getting in a comprehensive way the informations describing the repartition of pictures upon the atlas. What is the use to control how it looks ? ![]()
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