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What's the benefit to use texture atlas after Unity3D released 2D sprite support?
Hi, I'm developing a 2D game. Since Unity already have a "sprite editor" and runtime sprite support, does it still beneficial to pack some small textures in a texture sheet(texture atlas)? What's the advantage to do so?
Besides, what do you guys do when you need to manage lots of small textures? Using some third-party tools like Texture Packer, or just drag all of them inside Unity and let Unity manage them?
As far as I've understood it, the reason why you would want one large picture with all the different icons and such in it is that this allows your objects to share the same material, which allows them to be "batched" when the computer draws them which reduces what they call "Drawcalls" and increases performance by a bunch.
Someone correct me if there's anything I'm missing.
The word "necessary" is not relevant here unless you specify what it might be necessary for.
In example: "is it necessary to XXX for my game to run flawlessly on a generation 2 iPad?"
Answer by Eric5h5 · Oct 30, 2014 at 02:18 AM
You should use texture atlases to lower draw calls, unless you have Unity Pro (which has an auto-atlas feature).
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