Ensure that the source Texture of the Sprite is always uncompressed. While packing Sprite Atlas, pixel data is read from the source texture and if it uses any compressed format, it may result in loss of precision as it must be uncompressed first before packing. If a Sprite is packed to a Sprite Atlas, only the Sprite Atlas Texture needs to be compressed.
一个项目可以有多个精灵图集用于不同的目的(例如,具有较低分辨率纹理的变体图集适用于具有不同限制的硬件)。如果启用所有可用的精灵图集,可能会遇到冲突(有关更多信息,请参阅解析不同的精灵图集情形)。
为防止出现这些问题,请使用以下步骤正确准备要分发的精灵图集:
Unity 默认会在项目的构建中包含精灵图集,并在运行时自动加载它们。取消选中所选精灵图集的 Include in Build 设置可以禁用此行为。
如果禁用“Include in Build”,Unity 仍会将精灵图集打包到项目的 Assets 文件夹中的 *.spriteatlas 文件中。但是,如果精灵引用已禁用的精灵图集中的纹理,则由于引用纹理不可用或未加载,该精灵将不可见。Unity 不会在项目发布的构建中包含已禁用的精灵图集,也不会在运行时自动加载此精灵图集。要加载精灵图集,必须使用脚本通过后期绑定执行此操作。
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