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Question by Andrew_Kenady · May 12, 2014 at 01:52 PM · optimizationtexture2dspritesheetquadtexture-atlas

Best way to atlas texture2Ds used on quads?

Hello again! Quick question here (hopefully)

In our game, we've implemented a 2.5d-type environment with textured quads and 3d models in a 3d perspective environment. We used textured quads as opposed to Unity's default "sprite" objects because of Z-sorting issues with a 3D perspective camera.

Now, we're looking for a way to improve performance. One of our first options is to atlas textures together into multiple larger sheets. What's the best way to (retroactively) go about this?

I tried using unity's "sprite" object with the "multiple" option to cut out from a sprite sheet, but the individual cut out sprites don't seem to be able to be applied as a texture 2d to a quad. Is our best bet to get a 3rd party plugin like this?

Thanks in advance!

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avatar image robertbu · May 12, 2014 at 03:52 PM 0
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Easiest would be third-party tools. If all the individual images are the same size, writing the code for your quads to use an atlas would not be difficult.

avatar image Andrew_Kenady · May 13, 2014 at 02:15 PM 0
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The images aren't the same size... Do you have any experience with the texture packer plugin? Any you might recommend?

avatar image robertbu · May 13, 2014 at 02:49 PM 0
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I've only used EZGUI (UI creating package with a texture packer). I understand that Unity's new GUI system will be built on NGUI, so if you went with a GUI package (rather than just a texture packing package), NGUI would be my choice. TexturePacker has been mentioned on this list a few times in the last year, but I don't know anything about it.

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