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Description
Hello.
It's been quite some time since we decided to adopt this asset, and thanks to it, we've been able to effectively optimize our game.
One thing I find drawback is that it doesn't support secondary textures, which are supported by Unity Atlas.
Of course, I understand that this package wasn't originally created for 2D sprites within a game space, but still, as a personal wish, I hope this feature could be supported.
Specs to define
Support secondary textures for SpriteDicing.
Note
Recently, while frequently using SerializedObject, I discovered that the Sprite asset (or Importer) has a spriteSheet property, and within this, the secondaryTextures property references a Texture type, not a Sprite type.
Considering that Unity Atlas also generates an atlas where secondary textures are drawn based on the same sprite positions as the original atlas texture, it seems it should work simply by passing a texture with the secondary texture applied to the same UV coordinates.
However, since dicing atlases have the characteristic of grouping duplicate pixel chunks into one, I am concerned about how effectively this can be applied and what edge cases might exist.
...It's like when C++ code imports C# code for AOT compilation, resulting in very verbose code.