You can preview the sprite sheet before export and know if all sprites can be packed or still need to be tweaked.
All the options are in plain sight and they should not pose a problem to the target users.įurthermore, the developer makes available the proper documentation for handling the application and an impressive list of tutorials for each of the supported frameworks. TexturePacker + Importer - Spritesheet generator & Sprite mesh optimizer 1)Create a sprite sheet of a character in TexturePacker and export it to Unity 2)Great, Anima2D detects each sprite/texture and you can create a SpriteMesh 3)Cool now we can create the bones, do the animations, etc. TexturePacker's polygon packer and mesh generator is very efficient. Working with TexturePacker should cut down the time spent on a project as well as the overall effort. However, take into consideration that the file size of the file system might increase, although the runtime memory of the app remains unaffected. Under the layout section there is an option that can help the user automatically reduce the black halos around the sprites, which appear in some OpenGl-based frameworks. TexturePacker has support for various development frameworks, at the same time offering the user the possibility to create their own data exporter, if the desired framework is not supported. The output texture can be exported into formats suitable for various game engines and platforms. The list of options is organized into a few sections that touch on the end result, allow modifying the geometry and the layout of the texture. It makes your recreation begin faster for max. TexturePacker sports an intuitive interface with the texture settings rolling down in the left hand part of the application window, while images can be easily loaded in the right hand part of the screen via drag and drop.įolders can also be loaded and the program automatically detects the supported files, which, apart from PNG, BMP and JPG formats, also include complete SWF clips. The TexturePacker Importer extends the Unity editor to read sprite atlas data created with Texture Packer. Installing the product is no tough job and all the user has to do is follow the instructions on the screen to complete the operation.
The creation of sprite sheets or atlases require special software and TexturePacker has been designed for this specific purpose. Updated Orx exporter with support for pivot points and animations - thanks to Kristoffer Danielsson.
You even have a tutorial on how to use it. Oct 30, 2014This is a tutorial on how to use the TexturePacker extension for Unity. TexturePacker is officially supported by UE4. 0 Video embeddedIn this texture tutorial, we will learn how to combine images into a single texture by using the libgdx texturepacker. We have created art that looks terrible because of this problem. 90% of my game has artifacts that shouldn't be there. You can recreate it and you can see it happening. Now do you understand why it is super important to fix this issue that is created ONLY by texturepacker and not by importing one by one the sprites of that texture sheet? I really do not understand why you see no problem with my report. We either run out of VRAM or we use bi linear to hide some of the artifacts that compression creates. The only way to "win" back some of that is to use bi linear. With that setting we wouldn't need anything but the "default", but we are forced to use the default compression of ue4 resulting in great quality loss. We simply cannot use the uncompressed method because of the texture size that is 16.5mb for a 2048x2048. Another reason has to do with texture compression. What i was saying earlier is that us paper2d guys need the bi linear options. Please test the single png example i gave you and if it does not create any artifacts when using bilinear please report this as a bug because it has destroyed my game. I need to see this fixed before i go any deeper. Also if you do not use bilinear there is another issue with unreal that makes rendering jittery. Without it everything appears pixelated and flickers.Also some games benefit from the "soft" look. Is that not a bug?Īnd yes there is a reason why we need bi linear for 2d games especially when you change the FOV. You are literally telling me to import all pngs one by one if i do not want artifacts. If you import the single chest png that i gave you and set it to bilenear it does not create any artifacts, does it? Then why it does so on every texturepacker export? This is not standard and expected behavior. I would partially agree with you that this would be an non issue if it occurred for single sprites as well. It is for ALL sheets exported from texturepacker. This is not on this specific texture sheet.