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I've tried Unity's sprites and they too are a pixelated mess when very small, so it seems to be an issue with how the sprite renderer works. I'm looking at TexturePacker only for normal-mapped sprite objects at the moment, which means two different workflows.Įdit : I've just converted a load of sprites to TexturePacker and applied in game, and they sadly appear a pixelated mess in motion. Unity's atlasing is the only convenient way to get individual sprites usable as individual textures (can assign them to materials, draw them on a quad mesh renderer, use them in particle effects) being packed into memory-saving atlases. Is there any chance TexturePacker sprites could be referenced as if they were stand-alone textures like Unity's packed sprites? TexturePacker is fine if you want to grab a sprite from it and place that in game, but I can't atlas a whole load of sprites for particle effects or use them in NGUI. I've tried TexturePacker but it seems that it only accepts separate image files which it compiles into a single image.
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Doing this manually would probably take took long. Seems the texture sampling was different in some way in the sprite which may have something to do with sprite rendering. The piece I want to use is a sprite sheet containing a bunch of sprite tiles compiled into a single PNG: I want to create a JSON file with the names and coordinates for each tile. That said, further tests suggests no difference, so I'm not sure what's going on in this case and will have to evaluate more. The left one (mesh renderer) is better as it's antialiased - the right one runs the risk of crawling edges.
#TEXTUREPACKER DETECT IDENTICAL SPRITES 32 BIT#
Texture settings were identical (24 bit normal map, 32 bit RGBA texture). Using TexturePacker, although I can pack the textures, I cannot assign them individually to materials so can't apply them as needed. With Unity's sprite packing I can put all my ship sprites into an atlas to save on memory and organisation (don't need to be powers of 2) but still reference individual sprites as textures inside a standard shader. My next observation is that there's a drop in quality versus my current solution of using mesh renderers and individual materials for each.
#TEXTUREPACKER DETECT IDENTICAL SPRITES MANUAL#
I've tried every combination of normal maps and sprites in the same folder, different folder, smart folder, manually adding sprites, different names, etc, but it just ain't working.Įdit: I managed to get normal maps working by using manual settings instead of automatic. It keeps combining my albedo sprites with my normal sprites on one sheet and doesn't put the normal maps in the normal-map texture. In principle it looks good, but I can't get it to work. Click to expand.I'm having a look at TexturePacker.
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