![]() This checkbox configures Unity to include the Sprite Atlas in the final build of the player and in AssetBundles. In the Sprite Atlas’s Inspector window, there is a checkbox called Include in Build. This often happens when loading Assets from AssetBundles.Īnother benefit of late binding is that it allows you to decide based on your logic which Sprite to use for example, you could have a high/ low-resolution Sprite Atlas, or you could have one Sprite Atlas per region (JP/EU/SD/HD). ![]() The benefit of this behavior is that it allows you to have the chance to do late binding if the source of the Sprite Atlas is not available during start-up. I don't know how to use Late Binding with Sprite Atlas.Ī Sprite can be set as “packed but not referencing any atlas” by not including the atlas in the player build, meaning the sprite appears blank until Unity binds a Sprite Atlas to it. ![]() I can preview the sprite in the Scene, but not in the game.Sprite Atlas is not packed in an AssetBundle. ![]()
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