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Unity texturepacker
Unity texturepacker





unity texturepacker
  1. #UNITY TEXTUREPACKER SOFTWARE#
  2. #UNITY TEXTUREPACKER PLUS#

This article uses TexturePacker 4.8.1 version to explain, the latest version as of June 2018 Image on the left shows expected/fixed result while image on the right shows the alpha problem.In view of the fact that many tutorials are staying in version 3.0.9, including my last tutorial, I deliberately produced the latest version. Here is a simulated sample image, take a look at the three light green dots on the top left. Simply enable “Reduce Border Artifacts” checkbox and Texture Packer will handle that for you when exporting the sprite sheet! They have even provided a AlphaUtility (actions for Photoshop) to help you with that problem.īut if you are working with Texture Packer, fix is one click away. The trick is expanding the RGB section of the image (not alpha) so transparent pixels would have proper color. Unity uses straight alpha blending, and alpha textures needs a special treatment to prevent that problem as explained here. This colour is black and as a result “ghost” outlines, a thin grey border might appear around your sprites. When the graphics card mixes a transparent pixel with the image below it, color value of the transparent pixel also gets mixed in. But with graphics hardware / OpenGL transparent pixels still have a color, even if it’s fully transparent.

unity texturepacker

#UNITY TEXTUREPACKER SOFTWARE#

In Photoshop, transparent or semi-transparent pixels have an undefined color and Photoshop handles them in software based on layer blending methods among other things. Your alpha transparency might good look on Photoshop, but depending on the device (or your framework/SDK) hardware accelerated textures & transparencies might be handled a little bit differently.

unity texturepacker

When dealing with the sprites & sprite sheets, you’ll use transparencies in almost all cases. It’s a little tick box located in Layout section called “Reduce border artifacts”.

unity texturepacker

So, today I’d like to mention one particular feature that recently saved the day for me. Texture Packer has many time/life saving features that’ll be hard to cover in one blog post.

#UNITY TEXTUREPACKER PLUS#

That was a big plus for us as working with sprites, bitmaps and optimising the texture memory is the core part of mobile development no matter which SDK you are using. First of all, as I noted above we have switched our core tools 3 times but the Texture Packer was compatible with all of them. But there is one tool we are using since the day 1 and I’m sure it’ll be a major part of our workflow for a long time, it’s Texture Packer from Code’n’Web.Īndreas Löw created an exceptional tool for working with sprites and the more you use it on your workflow the more you’ll understand it’s value. Currently, we’re working with Unit圓D.Įach of those changes had a big impact on how we work and yet, the change was necessary. Then saw it’s shortcomings and decided to move to CoronaSDK and released our fist app with it. We have started developing mobile apps using Flash.







Unity texturepacker