Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Muhwu · Jun 05, 2015 at 12:37 PM · texturespritememory managementhuge

Splitting a huge sprite and memory management?

I have a relatively large set of large textures, all 8192x8192. Unity allows importing them as such, but it makes little sense to hold such large textures for mobile environments. How does Unity process a split texture internally and in regards to spending GPU memory?

To be a bit more specific, If I use "Sprite Mode: Multiple" to divide it into sections of say... 512x512 textures and render them at different points manually, does Unity actually separate them into different textures on the GPU or is it just using UV to reference the behemoth? i.e. Do I have to splice it manually in my Graphics editor of choice and import the fragments separately?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Dave-Carlile · Jun 05, 2015 at 01:04 PM

The texture is kept intact when using Sprite Mode: Multiple. The individual sprites are drawn from the large texture using texture coordinates.

I'm not completely up to date on the latest graphics hardware, but 8192x8192 seems very large, and may limit the hardware you're able to run on. I certainly doubt it would work well on mobile devices, if at all. I would suggest smaller texture.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Muhwu · Jun 05, 2015 at 10:23 PM 0
Share

That half answers my question. I also knew that the textures are too big, but I do need a large rendered surface with accuracy that's bigger than what I'm capable of storing in a single texture. Is there anyway Unity can splice a texture for me or do I have to use external tools to slice one into small bits and then somehow reconstruct it manually?

avatar image Dave-Carlile · Jun 07, 2015 at 12:50 PM 0
Share

There may be some tool to split it for you within Unity, but I don't know of any. If it were me I'd just do it in Photoshop or other external app. Within the game you'd still need to treat them as separate textures. I don't know what you plan on displaying them with - a model? sprite? quad? Assu$$anonymous$$g a sprite, you can just create multiple sprites with the different textures and align them properly. You could also generate a mesh manually using sub-meshes for the different materials.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Sprite2D texture memory optimization 0 Answers

Bad quality of the sprite in Unity 0 Answers

Anti aliasing with sprites 0 Answers

Sprites and textureformats on Android 0 Answers

UI Sprite very pixelated 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges