A Variant Sprite Atlas is a type of 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 Atlas that does not contain its own list of selected Textures as it has no Objects for Packing list in its properties. Instead, it receives a copy of the content from 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 set as its Master Atlas.
Variant Sprite Atlases are an optional step in the Sprite Atlas Workflow. Their main purpose is to create a variation of another Sprite Atlas’ Textures but with a different scaled resolution.
To create a Variant Sprite Atlas:.
Prepare the Sprite Atlas that will be the Variant Atlas’ Master Atlas. It contains the Texture Assets that the Variant Atlas will derive its own content from.
Create a new Sprite Atlas, and set its Type to ‘Variant’.
Assign the Sprite Atlas prepared in Step 1 to this property to set it as the Variant’s Master.
As a Variant Atlas without a Master Atlas contains no content on its own, Unity will not pack it into a .spriteatlas Asset.
In a Project that includes both a Master and a Variant Sprite Atlas, if both are Included in the Build, then the Textured used by mutual Sprites can come from either Sprite Atlas (refer to Scenario 3 of the Resolving different Sprite Atlas scenarios page).
To automatically load Sprite Textures from the Variant Atlas instead of the Master Atlas, enable Include in Build for the Variant Atlas only and disable it for the Master Atlas. The build then automatically loads the Variant Sprite Atlas instead of the Master Atlas at run time.
A Variant Sprite Atlas scales the Textures it gets from its Master Atlas via its Scale property. The resolution of the Variant Atlas’ Texture is the result of the Master Atlas’ Texture multiplied by the Scale factor.
Set the Scale of the Variant Atlas from the range of 0.1 to 1:
Create multiple Variant Atlases with the same Master Atlas and different Scale values to create lower-resolution copies of the Atlas Texture. This is useful if you want to create various Variant Atlases for a range of platforms with different hardware limitations.
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.