You can exclude the example part from it if you want.
In case of Unity 2021 you need to use the Package Manager to Import the asset.
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In Unity 2020 or previous versions you can download the TexturePacker Importer from the Unity Asset store.
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That’s why we’ve created a free Unity asset called TexturePacker Importer that automates the process for you. You would have to split the sprites manually if you just copy and paste the sprite sheet into Unity. I am using Unity 2021.1.13f1 for this tutorial. tpsheet extension.Ĭreate a new 2D project in Unity. One will be an image file (.png) and the other will be a data file with. You will get two files when you publish a sprite sheet. This algorithm is slower than MaxRects but allows you to pack more sprites on a single texture in many cases.Ĭlick Publish sprite sheet to generate and save your sprite sheet as “Background-sprites” and “Character-sprites”. I recommend that you use POT (Power of 2) whenever possible.Įxperiment with the packing by setting the Algorithm to Polygon.
To create smaller sprite sheets, set Size constraint to AnySize - but this will give you warnings in Unity about mipmap creation. You should see a preview of your sprite sheet in the center view.Add the character sprites to the character project and the background sprites to the background project. Drag and drop the folder containing your sprites onto the TexturePacker window.Create separate projects in TexturePacker for background and character sprite sheets and name them Character-sprite-sheet and Background-sprite-sheet by clicking Save project in the toolbar.We are going to use a background sprite sheet, and a character sprite sheet for our game.Set the Data format in the right panel to Unity - Texture2D sprite sheet.
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Using TexturePacker to make sprite sheetĭownload TexturePacker and install it on your computerįollow the steps below to make your sprite sheet In this tutorial, we will use TexturePacker to make a sprite sheet and use it in a simple Unity game scene. Import sprite sheet to Unity with TexturePacker Importer.Use TexturePacker to make sprite sheets.But it’s clear to me that Pla圜anvas isn’t using the data correctly. I will agree that having the origin in top-left is a silly standard. Meanwhile, in Pla圜anvas, this is the result I get: The pivot is from the top left of the sprite rect within the source image. Turns out, the x/y in spriteSourceSize is from the upper left corner. Now this part had be confused for a bit until i dragged it into photoshop and did some measurements. Is there a proper way to use TP to trim away transparent pixels while retaining the relative position in each frame, in Pla圜anvas at this point? And if so what are the recommended TP settings? , Looking at the produced json, it seems as perhaps you fail to take into the account the x and y of the spriteSourceSize (see json below)? The setting that should have all necessary info for proper rendering is “trim”. I’ve tried all combinations of settings in TP but it yields the same result more or less. The mole bounces around instead of sticking in place. I’m using texture packer for atlases using Json Array as export format.The problem: