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Question by _ryan · Dec 27, 2012 at 01:06 AM · texture atlasfile sizesprite sheets

If I change my png sequence to texture atlas will I reduce file size?

I have a game with multiple sprites. ~10 sprites, ~6 animations per sprite, ~avg 6-18 frames per animation. Right now the output of this in webplayer is very large (>70mb) even with the most efficient acceptable import settings.

If I change all these sprites from being done by loading png sequences to sprite sheets/texture atlases, will I save file size in the final webplayer and if so how much could I expect? Not too worried about memory usage, this is all about file size to make the web player download better

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Answer by Eric5h5 · Dec 27, 2012 at 01:23 AM

It won't make any difference. For example, if you have four separate 64x64 images, that's exactly the same as one 128x128 image. The amount of image data does not change.

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avatar image _ryan · Dec 27, 2012 at 01:44 AM 0
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Thanks! Then I think I will keep it as png sequence so I don't have to retread and redo that work.

Do you (or anyone else) have any general tips on reducing file size from sprites? I've tried everything I could find out about except for the pro-only asset bundling

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