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Are sprite sheets treated like sparse textures in texture streaming, what size can I use?
I usually work with 3D but now I'm looking at 2D and came across some questions regarding sprite sheets.
What I know: **-**Sheets should be kept pretty big incase sprites need to be scaled up without quality loss.
**-**Sheets should not be to big as to eat RAM at runtime (so within texture budget restraints).
What I don't know: **-**Does enabling texture streaming in Unity's quality settings take advantage of Sparse Textures for sprite sheets or does it not matter because when animating only one sprite is shown at a time (times however many objects on screen you have using large sprite sheets).
**-**Would "hot swapping" sheets cause issues, meaning if I have a 2k sheet for each attack, jump, run cycle and switching sheets out as needed instead of animating from one sheet.
**-**What is your opinion on splitting up/managing a 32k sheet if many objects will need textures that size.
**-**Would a large sprite sheet kill custom shader performance?
Thanks.
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