Version: Unity 6.3 Beta (6000.3)
Language : English
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Image import settings

After you have imported an image to your project, for the most intuitive results, it’s recommended that you apply certain import settings for Textures, SpritesA 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
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, and Vector images before you use them as a background for a visual elementA node of a visual tree that instantiates or derives from the C# VisualElement class. You can style the look, define the behaviour, and display it on screen as part of the UI. More info
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in the UI Builder.

Texture

The recommended import settings for a Texture image that you use as a background for a visual element are as follows.

Use the following settings for Default Texture types, and Editor GUI and Legacy GUI Texture types:

Property Value
Non-Power of 2 None
CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
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None
Alpha Is Transparency true

Use the following settings for Sprite (2D and UI) Texture types:

Property Value
Compression None
Alpha Is Transparency true
Sprite Mode Single
MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
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Type
Tight

Sprites

The recommended import settings for a Sprite image that you use as a background for a visual element:

Property: Value:
Compression None
Alpha Is Transparency true
Sprite Mode Multiple if file contains multiple sprites, Single otherwise.
Mesh Type Tight

Vector images

When you import a vector image, Unity generates a VectorImage asset. You can then use this asset in your UI. The VectorImage asset is a lightweight representation of the SVG file that Unity can render efficiently.

Recommended import settings

The following are the recommended import settings for a SVG Vector image that you use as a background for a visual element:

Property: Value:
Generated Asset Type UI Toolkit Vector Image
Gradient Resolution Texture size used to store gradients
Tessellation Mode Basic Triangulation
Tessellation Settings Basic

Note: When you use Basic tessellation settings, you only need to provide a Target Resolution (use the lowest value that produces satisfactory results) and a Zoom Factor. The importer then automatically configures the advanced settings to ensure your SVG document renders at a high enough tessellation for that resolution at that zoom factor.

Tessellation Mode

The Tessellation Mode determines how the SVG file is converted into a format that Unity can render. The available modes are:

  • Basic Triangulation: This mode provides a good balance between performance and visual fidelity. It uses a simple triangulation algorithm to convert the SVG paths into triangles.
  • Antialiased Arc Encoding: This mode is designed to handle curves more smoothly by using a higher density of vertices along the arcs, resulting in better visual quality for curved paths.

Advanced tessellation

If you want full control over the tessellation of the SVG document, you can specify the following advanced settings:

Property Function
Step Distance Distance at which the importer generates vertices along the paths. Lower values result in a more dense tessellation.
Sampling Steps Number of samples the importer evaluates on paths. More samples can result in more precise curves, especially when the curves have sharp corners.
Max Cord Enabled Whether to enable the maximum chord length constraint.
Max Cord Deviation Distance on the cord to a straight line between two points after which the importer generates more tessellation.
Max Tangent Enabled Whether to enable the maximum tangent length constraint.
Max Tangent Angle Maximum tangent angle in degrees after which the importer generates tessellation.

The following image shows the constraints for the SVG importer:

Max Cord
Max Cord

The importer subdivides curves for as long as every enabled constraint isn’t satisfied.

Tip:

  • You can apply default presets to Assets by folder to automatically set your desired import settings.
  • All image types are subject to dynamic atlasing if they’re not already in an atlas. (An image is in an atlas if imported as a Sprite with Sprite Mode set to Multiple, or if you have manually added it to a Sprite AtlasA utility that packs several sprite textures tightly together within a single texture known as an atlas. More info
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    asset.) You can configure dynamic atlasing in a Panel Settings asset.

Additional resources

Set background images
USS transform