![]() Save PSD file for each asset individually.Create 3D model, unwrap uv's, adjust mapping, paint textures in Photoshop.(not 2D transparent sprites) Is this something I can do with Texture Packer Pro and the TP Unity plugin? I'm looking for a solution for a texture atlas pipeline that would allow me to create, edit, add 3D environment art for a mobile game. I'm using the latest Mac OS X on iMac 5k. I tried replacing the 'example.png' and 'example_data.txt' with my generated ones and it did work, but the texture UVs were not correct. That means I can't add newly created atlases. I tried the 'right click' on the project panel as you posted on the youtube tutorial, but there wasn't any drop down menu for texture packer. ![]() txt with json format but the tutorial says I should choose Unit圓D(which one?)Īlso, I tried to import the atlas with Texture Packer Importer, but the extension seems not working. I followed the steps included in your extension(the free version's documentation pdf seems out of date, though) What should I choose, the json(.txt) or texture2d(.tpsheet)? Because the example contains. I'm trying to create an atlas for mesh objects to reduce draw calls. Hi, I recently tried your extension and it looks great! Thanks for your work. TexturePacker does this for you - with a single click. If you want to use normal mapped sprites for dynamic light effects in your game, you have to create sprite sheets with the same layout for normal maps and diffuse maps. You can even hand off the sprite sheet creation to your artist. The free TexturePacker Importer plugin for Unity automatically re-imports the data as soon as you re-enter Unity's editor. The polygon packing mode generates tightly packed sprite sheets, reducing the memory amount compared to rectangular packing algorithms. You see all changes applied to the sprite sheet in real time. TexturePacker comes with an easy to use UI that allows you to manage the sprite sheets. The tracer tolerance slider gives you control over the optimization. TexturePacker's high-quality polygon tracer creates meshes with a low vertex count and overdraw. A too low vertex count, on the other hand, is also bad because this hands much work over to the GPU. So reducing the number of vertices is important. Vertices are expensive - because the CPU is required to transform them. Unity creates triangle meshes for all sprites - but the generated meshes often have too many vertices and high overdraw. Use the free TexturePacker Importer from Unity asset store to easily import the sprite sheets into Unity. Pack normal maps for 2d dynamic light effects.Easily manage & pack sprite sheets for you Unity project.Increase the performance of your game with optimized sprite meshes (Unity 5).I've posted them below.TexturePacker helps you accomplish things that are hard to do with Unity alone: So I'm hoping someone will be able to see my settings and suggest how to correctly set them. ![]() I'm sure it's just a setting in the Texture Packer that I'm missing but all the images I've exported have this one them. Other then the Sprite Type of Multiple vs Single all other import settings in Unity are the same.Īs you can see with the image their is a dark edge all the way around the fireball on the Atlas created one. The bottom one is from a image sequence exported by spine. ![]() The top one is from a Spine created Atlas, that has been spliced in Unity. ![]() I'm having an issue on the sprite sheets when we export them out with the Create atlas option checked, or even going through the texture packer separately after exporting them as a image sequence. In our project some of our animations will be done via sprite sheets and then some of them will be done via spine meshes. Hey guys I'm new to Spine and 2D animations. ![]()
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