A Variant Sprite Atlas is a type of Sprite 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 Atlas set as its Master Atlas.
变体精灵图集是精灵图集工作流程中的可选步骤。它们的主要目的是创建另一个精灵图集的纹理的变化,但使用不同的缩放分辨率。
要创建变体精灵图集,请执行以下操作:
准备要用作变体图集主图集的精灵图集。此精灵图集中包含的纹理资源将由变体图集用于派生自己的内容。
Create a new Sprite Atlas, and set its Type to ‘Variant’.
将步骤 1 中准备的精灵图集分配给此属性以将其设置为变体图集的主图集。
由于没有主图集的变体图集本身不包含任何内容,Unity 不会将这种变体打包成 .spriteatlas 资源。
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:
可使用相同的主图集和不同的 Scale 值创建多个变体图集,从而创建图集纹理的低分辨率副本。如果要为具有不同硬件限制的一系列平台创建各种变体图集,这将非常有用。
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