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Question by pehoulihan · Jun 27, 2014 at 12:03 PM · gameobjectspritespriterenderer

How to deal with multiple sprites on a single object without resorting to creating multiple gameobjects

I'm writing a 2D game using unity's new sprite system and I'm having a little trouble dealing with multiple sprites.

There was a similar question asked here but the only answer seemed not to refer to the built in system.

I can think of three solutions:

  • Somehow assign multiple sprites to a single spriterenderer

  • Assign multiple spriterenderers to a single gameobject

  • Generate a new gameobject for every single sprite I need to create

Of the three, only the last approach seems to work in any way, but it's so wasteful that I can't imagine it's the intended solution. If anyone knows of a better way of doing this I'd be greatful.

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avatar image Bunnybomb7670 · Jun 27, 2014 at 12:19 PM 1
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Unity can run pretty well with a large amount of GameObjects. A few hundred to a thousand or so will still run, as long as there are not many intensive scripts / components. However SpriteRenderers would increase the drawcall count, which would mean you should still be aware of how many you decide to use.

avatar image ABerlemont · Jun 27, 2014 at 12:55 PM 1
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Can you give more information about what do you need to have on screen ? I'm not sure to understand what you mean by "multiple sprites on a single object". But if it's just a matter of having less gameobject in the scene : best solution is multiple spriterenderer

avatar image antiart ABerlemont · Dec 04, 2015 at 11:51 AM 0
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best solution is multiple spriterenderer

Except, that it is not possible to add multiple Sprite Renderer Components to one object :(

avatar image ABerlemont antiart · Dec 04, 2015 at 03:47 PM 0
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(...) on different gameobjects.

I need more informations to understand why you can't have multiple gameobjects in the scene. I don't see any limitations using lots of GOs ?

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