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.
バリアントスプライトアトラスは スプライトアトラスワークフロー のオプションの手順です。主な目的は、スプライトアトラステクスチャの異なるバリエーションを作成することですが、スケール した異なる解像度を使用します。
バリアントスプライトアトラスの作成は、以下の手順で行います。
バリアントアトラスのマスターアトラスになるスプライトアトラスを準備します。マスターアトラスは、バリアントアトラスが独自のコンテンツを派生させるテクスチャアセットを含んでいます。
Create a new Sprite Atlas, and set its Type to ‘Variant’.
1 で作成したスプライトアトラスをこのプロパティに割り当て、バリアントのマスターとして設定します。
マスターアトラスを持たないバリアントアトラスにはコンテンツが含まれていないため、Unity はそれを .spriteatlas アセットにパックしません。
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:
アトラステクスチャの低解像度のコピーを作成するには、同じマスターアトラスを使い、異なるスケール値を持つ複数のバリアントアトラスを作成します。これは、さまざまなハードウェア制限を持つ幅広い種類のプラットフォームのために、異なるバリアントアトラスを作成したい場合に便利です。
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