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Question by NoRinJaeSoft · Sep 25, 2015 at 02:47 PM · texturespriteuv coordinates

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?

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avatar image Bunny83 · Sep 25, 2015 at 08:55 PM 1
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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.

avatar image AsurZar · Oct 13, 2019 at 08:39 AM 0
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Why do you think 0.0078125 is to small for uv?

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