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I have a problem with texture UV
Before, pardon my English skill.
I formerly used XNA for amature game developing. And with XNA they had a SpriteBatch class that you can use integer for texture UV coordination. (Don't actually know how it works but anyway...) So i can use like 2k texture for sprite and split it like 8 x 8 textures (1 / 256)
now I'm using Unity and, it does not have that kind of system. (at least I think so)
I have this, 2048 x 2048 sprite and it has 11172 split in it.(size 16x16) if i try to make it a multiple sprite and slice it.... unity will freezes (tried it with laptop and 2 desktop.. all freezes) So I can't slice it.
next option will be make it a single texture and Using UV. but the coordination is too small to unity to work.(1 / 128 = 0.0078125)
what I'm currently using is... I made the whole texture to 19 - 512x512 textures.
But I still want to use my original 2k form :( it will be much easier to handle
can anyone suggest a solution to make this work?
Why should "0.0078125" be "too small"? The first tile would have uv coords:
(0, 0)
(0.0078125, 0)
(0.0078125, 0.0078125)
(0, 0.0078125)
That would map the first 16 x 16 pixels of a 2048x2048 texture to that quad. $$anonymous$$eep in $$anonymous$$d that you should have either padding pixels between the textures or use a texture filter mode that doesn't do anti aliasing.
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