This page provides the scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary required to allow existing assets packed with SpriteA 2D graphic objects. 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. More info
See in Glossary Packer to continue working after its deprecation from Unity 2020.1 onwards with the following constraints:
IPreprocessBuildWithReport
.Use the following script to have Unity pack textures assigned the Packing Tag into an Atlas.
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
class BuildPreProcessor : IPreprocessBuildWithReport
{
public int callbackOrder { get { return 0; } }
public void OnPreprocessBuild(BuildReport report)
{
EditorSettings.spritePackerMode = SpritePackerMode.BuildTimeOnly;
UnityEditor.Sprites.Packer.RebuildAtlasCacheIfNeeded(BuildTarget.StandaloneWindows64, false);
}
}
Note: The BuildPreProcessor
class inherits from IPreprocessBuildWithReport
and will only trigger when building.
Use the following conversion script to migrate an existing Packing Tag based Atlas to the Sprite AtlasA texture that is composed of several smaller textures. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. More info
See in Glossary system:
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.U2D;
using UnityEngine.U2D;
public class PrintAtlas : MonoBehaviour
{
[MenuItem("Atlas/ConvertTags")]
static void ConvertTags()
{
Dictionary<string, List<string>> TagSpriteMap = new Dictionary<string, List<string>>();
foreach (string s in AssetDatabase.GetAllAssetPaths())
{
TextureImporter ta = AssetImporter.GetAtPath(s) as TextureImporter;
if (ta != null)
{
if (ta.spritePackingTag != "")
{
if (!TagSpriteMap.ContainsKey(ta.spritePackingTag))
{
List<string> newList = new List<string>();
TagSpriteMap[ta.spritePackingTag] = newList;
}
TagSpriteMap[ta.spritePackingTag].Add(s);
}
}
}
AssetDatabase.CreateFolder("Assets", "SpriteAtlas");
foreach (var tagSprite in TagSpriteMap)
{
List<string> assetsforTag = tagSprite.Value;
string alasPath = "Assets/SpriteAtlas/" + tagSprite.Key + ".spriteatlas";
SpriteAtlas sa = new SpriteAtlas();
AssetDatabase.CreateAsset(sa, alasPath);
foreach (var asset in assetsforTag)
{
Debug.Log(tagSprite.Key + " = " + asset);
Texture2D tex = AssetDatabase.LoadAssetAtPath<Texture2D>(asset);
sa.Add(new Object[1] { tex } );
}
}
AssetDatabase.SaveAssets();
}
}
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.