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Question by HNKMaster · Nov 12, 2017 at 02:40 AM · animationspritesanimator controlleratlas

Sprite animation using Sprite Atlas

Everytime I made 2D sprites on Unity, I use texture sheet method (made in Photoshop), which I split using the Sprite Editor option while importing. After that I animate them using the Animator Controller without problems. Now I wanna try using the Sprite Atlas included in Unity because making my own sheets is too time consuming, but I don't know how to use the Atlas with all the sprites packed. Can I drag the individual sprites into the timeline, or that will make Unity ignore the Sprite Atlas when I export the proyect?

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Answer by blade_sk · Nov 09, 2018 at 09:47 AM

The new workflow is simply using the individual sprites. Having them referenced by a Sprite Atlas makes them packed in a texture behind the scenes.

As for creating an animation, select multiple sprites in the Project window, drag them into the Scene window and Unity promts you to create an animation. It will also create a Sprite with an Animator Controller that uses the newly created animation.

When creating multiple animations like this, you'll need to delete all the extra Animation Controllers and keep only one, where you'll place all the newly created animations.

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