Explore the settings you can use to configure a tileset, which automatically creates tiles from a texture and its 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
See in Glossary. For more information, refer to Create a tile palette.
| Property | Description |
|---|---|
| Open Tile Palette Window | Opens the Tile Palette window so you can paint tiles with the tile set. |
The properties in this section let you select the texture you want to create tiles from.
| Property | Description |
|---|---|
| Texture | Sets the texture Unity creates tiles from. |
| Tile Template | Sets the optional tile template that determines how Unity creates tiles from the texture. If you don’t set a tile template, Unity creates a tile for each sprite in the texture. For more information, refer to Customize how Unity creates tiles from a texture. |
| Add (+) | Adds a new element with a Texture and a Tile Template field. |
| Remove (-) | Removes the selected element, or removes the last element if no element is selected. |
| Property | Description |
|---|---|
| Cell Layout | Sets the layout of the cells. The options are:
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| Hexagon Layout | Sets the type of the hexagonal grid. This option is available only if you set Grid to Hexagon. The options are:
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| Cell Sizing | Sets the size of the cells in the tile palette. The options are:
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| Transparency Sort Mode | Sets the method Unity uses to calculate the depth of tiles for sorting. This property has transparency in its name because Unity renders 2D objects during the transparent render pass. For more information, refer to Sort sprites. The options are:
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| Transparency Sort Axis | Sets the x-axis, y-axis, and z-axis of the sorting axis if you set Transparency Sort Mode to Custom Axis. For example, a vertical axis (0, 1, 0) means higher GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary are further away, which is useful for top-down games. |
This section is available only if you enable Create Atlas. For more information, refer to Packing sprites into atlas textures.
| Property | Description |
|---|---|
| Create Atlas | Creates a sprite atlasGraphics: A utility that packs several sprite textures tightly together within a single texture known as an atlas. More info. 2D: A 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 from the Texture Sources. |
| Type | This property isn’t available in this window. |
| Include in Build | Enables Unity loading the sprite atlas and attaching it to your sprites when your project starts. Disable this property to load the sprite atlas yourself at runtime instead. For more information, refer to Load sprite atlases manually at runtime. |
These properties are available only if you set Type to Master.
| Property | Description |
|---|---|
| Allow Rotation | Rotates sprites in the sprite atlas texture to find a better fit. Disable this property if you pack Canvas UI elements, to avoid UI elements rotating. |
| Tight Packing | Packs each sprite based on its 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 See in Glossary shape from the Custom Outline tab of the Sprite Editor window, instead of the default rectangle. |
| Alpha Dilation | Expands the colors of the edge of the sprite into adjacent transparent pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary, to prevent visible edges. |
| Padding | Sets how many pixels Unity uses between individual sprites, to prevent pixels from one sprite appearing in an adjacent sprite. The default value is 4. |
| Property | Description |
|---|---|
| Read/Write | Allows you to access the data of the sprite atlas in C# 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 using methods such as Texture2D.SetPixels. If you enable this property, Unity creates a duplicate copy of the texture data, which can reduce performance. This property only has an effect if the sprite atlas is uncompressed or uses DXT compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression. See in Glossary. |
| Generate Mip Maps | Creates mipmap levels for the sprite atlas texture. For more information, refer to Mipmaps. |
| sRGB | Stores the sprite atlas colors in gamma space. For more information, refer to Color spaces. |
| Filter Mode | Specifies how Unity filters the sprite atlas when it stretches. The options are:
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| Aniso LevelThe anisotropic filtering (AF) level of a texture. Allows you to increase texture quality when viewing a texture at a steep angle. Good for floor and ground textures. More info See in Glossary |
Sets the anisotropic filtering level of the sprite atlas. This increases texture quality when you view the sprite atlas at a steep angle. This property is available only if you enable Generate Mip Maps and set Filter Mode to Bilinear or Trilinear. |
The properties in this section set the size and format of the sprite atlas texture.
| Property | Description |
|---|---|
| Show Platform Settings For | Selects which texture the properties in the Default tab and the platform-specific tabs display. Select either the main texture of the sprite atlas, or a secondary texture. For more information about secondary textures, refer to Add normal map and mask map textures to a sprite. |
The Default tab lets you set the final size and format of the sprite atlas texture on all platforms.
| Property | Description |
|---|---|
| Max Texture Size | Sets the maximum dimensions of the sprite atlas in pixels. If any of the sprites or textures are larger than the Max Texture Size, Unity ignores the Max Texture Size setting and uses the minimum size that contains the sprites and textures at their original dimensions. Important: Don’t use Max Texture Size values smaller than 0.25 for variant sprite atlases, otherwise Unity compresses the sprites and textures twice. |
| Format | Sets the number of channels and the data type of the sprite atlas, except for platforms you override in the platform-specific override tabs. The default is Automatic, where Unity selects a value based on the number of channels in the sprites, and the Compression setting. For more information, refer to Default formats. |
| Compression | Sets the compression of the sprite atlas. Unity uses this setting to select an appropriate texture format. This setting is only available if you set Format to Automatic. For more information, refer to Default formats. The options are:
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| Use Crunch Compression | Compresses the sprite atlas using the Crunch compression library, which helps Unity use the lowest possible amount of space. This setting is only available if you set Format to Automatic. Unity decompresses the sprite atlas to DXT or ETC format on the CPU, then uploads it to the GPU at runtime. If you enable this setting, textures might take a long time to compress, but decompression at runtime is fast. |
| Compressor Quality | Sets the image quality of the compressed texture, if you enable Use Crunch Compression. A higher value might use more memory and increase compression time. |
The platform-specific override tabs let you override the settings in the Default tab for specific platforms. For more information about build platforms, refer to Build Profiles window reference.
| Property | Description |
|---|---|
| Max Texture Size | Sets the maximum dimensions of the imported texture in pixels. If any of the sprites or textures are larger than the Max Texture Size, Unity ignores the Max Texture Size setting and uses the minimum size that contains the sprites and textures at their original dimensions. Important: Don’t use Max Texture Size values smaller than 0.25 for variant sprite atlases, otherwise Unity compresses the sprites and textures twice. |
| Format | Sets the sprite atlas format. The available texture formatsA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More info See in Glossary depend on the platform. Unity selects the default format based on the platform and the settings in the Default tab. For more information, refer to Default formats. |
| Compressor quality | Sets the quality of the sprite atlas that compression produces. This setting isn’t available for all texture formats. |