That means, you want to pack together the sprites that you use at the same time.īut even if you pack your sprites perfectly, you might still run into trouble.įor instance, you might load the entire sprite atlas too early… when you cannot really afford to. The first thing you will want to do in Unity when dealing with sprite atlases is to engineer your sprite atlases in a way that it maximizes the economy of your sprites. Packing and referencing your sprites unoptimally can have nasty side effects, such as crashes and increased loading times. When you reference a sprite that lives within a SpriteAtlas, you load the entire atlas into memory and then use the specific region your sprite takes. The Problem: Unity SpriteAtlas’ Default Behavior Shaking badly anth fever symptoms, you boot up your PC and wait 10 minutes for Unity to load your project.Įager, you get to the score screen and BAM. But get your ass down here and fix the crash that happens in the score screen”, Ralf says just before disconnecting. “W…ait what.?” You barely manage to ask as an eerie chill runs down your spine and cold sweat pours down your forehead. Hearing these words stuns you for very long 5 seconds, losing a stamina point in the process. “Wh… Who is it?”, you ask, your voice trembling. However, just as you’re about to sleep, your phone rings… loudly. * My italian girlfriend doesn’t approve of this. It was a great day… and you reward yourself with a pineapple pizza*. So you hit the submit button and call it a day. Just like you expected, you manage to reduce: So you read some documentation and decide your next step: you’re going to put your heavy sprites in a single SpriteAtlas. You’re so happy that you start singing a made-up song about how today you are going to improve the architecture of your game. You wake up and, for some reason, you feel extremely happy.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |