The current Sprite Atlas V1 system packs Textures (from Sprites, Sprites within Textures, and Sprites in folders) into an Atlas Texture. It packs these Textures when it enters Play mode, or when it builds the Player or an AssetBundle. AssetDatabase V1 cannot have dependencies, and has no Importer support for named objects, so Unity packs its Sprite Atlases through a custom mechanism and stores the output data of Textures and render data in the Library/AtlasCache
folder.
However, Sprite Atlas V1 does not support the Cache Server. Unity can only cache Artifacts (data generated through the import process) stored in the Library folder. As it does not use an importer, the current system cannot use some of the functionalities exposed by AssetDatabase V2 (ADBV2) such as Cache Server support.
The Sprite Atlas V2 system is developed with the following criteria in mind:
캐시 서버 및 기타 ADBV2 기능을 지원하는 임포터 워크플로를 사용합니다.
No changes are made to the Sprite Atlas runtime object.
기존 스프라이트 아틀라스와 스프라이트 아틀라스 V2 간에 마이그레이션 경로가 있는지 확인합니다.
UX 워크플로에 중대한 변경 사항이 없습니다.
There are no changes to the Inspector properties and settings from that of Sprite Atlas V1 except for the following :
Sprite Atlas V2 Inspector properties.
To enable Sprite Atlas V2 Sprite Packer mode, go to Edit > Project Settings > Sprite Packer > Mode, and select Sprite Atlas V2 - Enabled from the dropdown menu.
When you enable Sprite Atlas V2, there are the following effects:
Assets 메뉴(Assets > Create > Sprite Atlas)를 통해 스프라이트 아틀라스를 생성할 때 기본 모드가 됩니다.
Unity automatically migrates all existing Sprite Atlas V1 Assets to Sprite Atlas V2.
Due to the automatic migration, it is recommended that you make a backup of your V1 Sprite Atlases before you enable Sprite Atlas V2. Assets converted to V2 are incompatible with V1, and cannot be converted back.
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