![]() ![]() Select the sword_01 gameobject (the one with the SkinnedMeshRenderer component attached).Using the texture atlas with skinned model *Note: Do not attach TPMeshTexture component, it will casue component lost if you replace TexturePacker.dll. The sword is now using the texture from the atlas. Choose Atlas and Texture in TPHelper menu.Attach TPMeshTextureEx component ( TPHelper component will be added automaticly).Select the sword_01 gameobject (the one with the MeshRenderer component attached).Replace this with a texture from the atlas: It already has a texture and a material assigned. ( Assets/Extensions/TexturePacker/Tutorial/Art/Models/Sword/sword_01) But you can create any number of other materials with different shader for atlas. *Note: The material will be created automatically by Asset Processor editor script. Set material name as TutorialAtlasMaterial, attach TutorialAtlas.png as main material texture and change shader to Transparent->Diffuse. If you do not see the image, you can view the image by clicking directly on the URLĪtlas is ready, so we need material for it. I has described most optimal options, but you can experiment with TexturePacker option to get the best result for your atlas. Trim mode: none (Trim mode is only supported for GUI rendering) Now let’s configure our atlas.ĭata File: YourProject/Assets/Resources/TutorialAtlas_data.txt Texture File: YourProject/Assets/Resources/TutorialAtlas.pngĪlgorithm: MaxRect (Full version only) or Basic (available in the free version)Īllow Rotation: checked (Full version only) unchecked (free version) Open TexturePacker, and simply drag the textures inside. The TexturePacker Unity extension is available here:įor the first tutorial, we’ll pack textures for our scene (Assets are available in the TexturePacker Extension package under Assets/Extensions/TexturePacker/Tutorial/Art/AtlasSource). TexturePacker is available for download here: Auto generation of UV coordinates for Meshes.Supports TexturePacker features (rotation.Why use the TexturePacker Unity Extension? Note: Some features are not available in the free version.TexturePacker will allow you to easily and quickly create texture atlases for your game. Why you should use texture atlases in your game: Using with GUI (drawing GUI textures from Atlas, GUI Animation).Using with 3D object’s (animation, automatic UV).To get started as quick as possible, here is Video Tutorials Section (will be upgraded shortly) Both have a limited function free version in addition to the full version. There are two different versions of TexturePacker – The stand alone TexturePacker, and the TexturePacker Unity Extension. PImage img = createImage(images.get(0).width * cols, images.get(0).height * rows, ARGB) įor (int x = 0 x < images.get(0).This is a tutorial on how to use the TexturePacker extension for Unity. PImage img = loadImage(folder+file + number +".png") ![]() If(number.length() = 1) number ="000" + number Įlse if(number.length() = 2) number = "00" + number You can download Processing for free at .Īll files need to be in the same folder, and have a filename ending in a 4 digit number. Libgdx also has this build in, so I can load/display any texture by it's original filename, even though it's in a big atlas.Įxcerpt from a pack-file with info about some textures: ferdige1.png My favourite feature is that is also saves a document with info about all the textures in the big spritesheet/atlas, so you can easily make a script that gets them for you. Read the libgdx texturepacker doc here, and see for yourself. Maybe a bit cumbersome to set up the framework just for the packer, though. I really like libgdx's (game framework) packer. ![]()
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