class in UnityEngine.U2D
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.Close
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.Close
Sprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution.
A Sprite Atlas stores a list of packable assets. A packable asset is either a Sprite, Texture2D of TextureImporterType.Sprite or Folder. Before the packing process begins, these packable assets will be grouped and traversed to gather all the sprites from them. These will be used in the packing process. At runtime, these sprites can be enumerated via the Sprite Atlas (See Also: SpriteAtlas.GetSprites).
It also provides dedicated texture settings in the inspector for the packed texture. The original texture settings of the sprite will have no effect on the packed texture.
By default, Sprite Atlas will be referenced by the sprite and be available at runtime. This means that the sprite will be able to acquire the packed texture from the Sprite Atlas when loaded. A Sprite can be loaded without referencing any Sprite Atlas. A Sprite loaded this way will render as invisible since there is no texture. A reference to a Sprite Atlas can be added later. See Also: SpriteAtlasManager.
Sprite Atlas variants can be created by assigning another Sprite Atlas object as the master. Variants will not repack a new texture from the packable list. Instead of this, variants will duplicate the master's packed texture and downscale it according to a user-defined ratio and save this scaled texture.
|isVariant||Return true if this SpriteAtlas is a variant.|
|spriteCount||Get the total number of Sprite packed into this atlas.|
|tag||Get the tag of this SpriteAtlas.|
|CanBindTo||Return true if Sprite is packed into this SpriteAtlas.|
|GetSprite||Clone the first Sprite in this atlas that matches the name packed in this atlas and return it.|
|GetSprites||Clone all the Sprite in this atlas and fill them into the supplied array.|
|hideFlags||Should the object be hidden, saved with the Scene or modifiable by the user?|
|name||The name of the object.|
|GetInstanceID||Gets the instance ID of the object.|
|ToString||Returns the name of the object.|
|Destroy||Removes a GameObject, component or asset.|
|DestroyImmediate||Destroys the object obj immediately. You are strongly recommended to use Destroy instead.|
|DontDestroyOnLoad||Do not destroy the target Object when loading a new Scene.|
|FindObjectOfType||Returns the first active loaded object of Type type.|
|FindObjectsOfType||Gets a list of all loaded objects of Type type.|
|Instantiate||Clones the object original and returns the clone.|