
Created a sprite atlas and a JSON-Data-File by using TexturePacker. Dont know how to import it into TextMeshPro to use it as usual.I want this for free! If for some fair reason you cannot afford the $5 minimum donnation for this product, you are invited to contact me and provide more details about your case. I may (or may not) consider reducing the price.TexturePacker settings: Data Format: Unity3D (or JSON Hashtable, then change extension from. Txt so Unity picks it up as a text asset) Allow rotation is OK Everything else at your discretion Power of 2 output textures are suggested.TexturePacker detects changes and only updates your sprite sheets when needed.
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The file sizes stay the same. 10 key ms office 2010 Care Ultimate 13 texturepacker serial smart defrag 6. Mp3studio youtube downloader license key Mp3studio youtube downloader.Extra details The add-on is making the following hypotheses about your scene. Using TextMeshPro for Emoji visualization, which has just 16 Emojis by default.
Both have a limited function free version in addition to the full version.To get started as quick as possible, here is Video Tutorials Section (will be upgraded shortly) There are two different versions of TexturePacker – The stand alone TexturePacker, and the TexturePacker Unity Extension. This is a tutorial on how to use the TexturePacker extension for Unity. The add-on tries to guess by browsing the node graph which is the baseColor and uses this one - Texture mapping is using UVs (not procedural coordinates) - Objects don't share textures (otherwise they will be copied several times in the output, so that UVs don't overlap) V1.0.1 (Apr 28, 2020) minor bug fix of v1.0.0V1.1.0 (Sept 13, 2020) adds huge speed upsV1.1.1 (Sept 14, 2020) fixes a bug of v1.1.0V1.1.2 (Sept 17, 2020) adds a spacing parameter to leave a few pixels unused between packed textures.V1.1.3 (Oct 11, 2020) fix issue with zero polygon objects.V1.2.1 (June 24, 2021) port to Blender 2.93 LTSV1.2.2 (July 7, 2021) fix for 2.
Supports TexturePacker features (rotation. Note: Some features are not available in the free versionWhy use the TexturePacker Unity Extension? Using with GUI (drawing GUI textures from Atlas, GUI Animation)Why you should use texture atlases in your game:TexturePacker will allow you to easily and quickly create texture atlases for your game.
But you can create any number of other materials with different shader for atlas.( Assets/Extensions/TexturePacker/Tutorial/Art/Models/Sword/sword_01)It already has a texture and a material assigned. Set material name as TutorialAtlasMaterial, attach TutorialAtlas.png as main material texture and change shader to Transparent->Diffuse.*Note: The material will be created automatically by Asset Processor editor script. Your altas should look like this:If you do not see the image, you can view the image by clicking directly on the URLAtlas is ready, so we need material for it.In Resources Folder Create->Material. Now let’s configure our atlas.Data File: YourProject/Assets/Resources/TutorialAtlas_data.txt Texture File: YourProject/Assets/Resources/TutorialAtlas.pngAlgorithm: MaxRect (Full version only) or Basic (available in the free version)Allow Rotation: checked (Full version only) unchecked (free version)Trim mode: none (Trim mode is only supported for GUI rendering)I has described most optimal options, but you can experiment with TexturePacker option to get the best result for your atlas.Next, press the Publish button.
Choose Atlas and Texture in TPHelper menuThe sword is now using the texture from the atlas.*Note: Do not attach TPMeshTexture component, it will casue component lost if you replace TexturePacker.dll. Attach TPMeshTextureEx component (TPHelper component will be added automaticly) Select the sword_01 gameobject (the one with the MeshRenderer component attached).

You can try other meshes and experiment with different TPMeshAnimation options.You always can automate this process using extensions, there are a few examples of how do this inside the package. Frames: add 6 frames fireball_0001, fireball_0002, fireball_0003, fireball_0004, fireball_0005, fireball_0006Now press play and you will see fireball animation playing on the cube. Configure the TPMeshAnimation component options as follows: Change the material on the cube to TutorialAtlasMaterial Create a cube in the scene by selecting GameObhect->Create Other->Cube Animation can contain frames from different atlases.For the next tutorial, we will play an animation from the texture atlas on a cube:
And assign it to a GameObject.Here is an overview of some useful snippets for working with the GUI part of the TexturePacker extension. With just a little quality loss, it can be scaled down to 512x512, reducing memory consumption to only 256KB.The POV2 TexturePacker options allow you to always see how many textures you can add to your atlas.For the next tutorial, we will use the same atlas from our 3D scene, But you can always experiment and create new one, using the source GUI textures which are located under Assets/Extensions/TexturePacker/Tutorial/Art/AtlasSource.The difference between creating a texture for a 3D object and for use in the GUI is that for GUI atlases you can use the Trim / Crop TexturePacker methods to save even more space (this option is available in paid version of TexturePacker)First, we need to create our GUI drawing class. But setting the compression to PVRTC and stretching the texture to 1024 * 1024 (compression works only with POV2 textures) changed the memory consumption to only 1MB. The size of our texture is 754x754, if we had choose RGBA 32 compression it would have consumed 2.2 MB. The entire scene with almost 100 objects and 50 animations has only 1 Draw Call, 1 Texture, and uses only 1MB of memory.You can view a preview of the scene in the web player here:There are further optimizations that can be done.The scene uses only one texture for the whole scene - already good benefit - but we can squeeze even more.
