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Support / Re: iOS Setup
« on: December 21, 2013, 01:44:01 am »
Cool thx for the answer.
About the sprite sheets. Lets say I have like 8 different animations for my main character ( jumping, running.....). Each Animation consists of 8 frames. My character has a resolution of 450x550.
If I pack all my sprites in one atlas, I easily get very big atlases. From my understanding unity renders only one sprite per frame from this atlas (e.g. mainCharacterRunning0001), but loads the whole atlas. Doesn't that end up using more memory than having a single small sprite for each frame of the animation?
It makes perfect sense to me to use one atlas for a lot of textures of different objects, when they all appaer at the same time in the scene.
Cheers Pascal the confused
About the sprite sheets. Lets say I have like 8 different animations for my main character ( jumping, running.....). Each Animation consists of 8 frames. My character has a resolution of 450x550.
If I pack all my sprites in one atlas, I easily get very big atlases. From my understanding unity renders only one sprite per frame from this atlas (e.g. mainCharacterRunning0001), but loads the whole atlas. Doesn't that end up using more memory than having a single small sprite for each frame of the animation?
It makes perfect sense to me to use one atlas for a lot of textures of different objects, when they all appaer at the same time in the scene.
Cheers Pascal the confused
