Sprite Atlas best practices in Unity 6

Mastering Sprite Atlases is one of the most effective ways to optimize 2D game performance in Unity for all platforms. We dive into the essential best practices, including advanced features to help you manage Sprite Atlases using Unity 6.3 LTS and Unity 6.4 – and note that the majority of the tips shown in this video will apply to previous and future versions as well. Time Stamps: 00:00 - Introduction to Sprite Atlases 00:55 - Creating Sprite Atlases 01:40 - Sprite Atlases and secondary textures 03:05 - Dynamic batching versus the SRP Batcher 08:37 - 10 common mistakes with the help of Sprite Atlas Analyzer 16:18 - Master Variant Atlases 17:20 - Late binding 19:55 - Runtime Sprite Atlas generation You’ll learn about tips for reducing draw calls and memory footprint, as well as more advanced workflows like Variant Atlases, late binding or the new runtime atlases in Unity 6.4. Whether you're a beginner or an experienced developer, these tips will help you streamline your asset pipeline and squeeze more performance out of your project. #Unity #MadeWithUnity #Unity2D #GameDev #SpriteAtlas #Optimization #UnityTips #IndieGameDev
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Sprite Atlas best practices in Unity 6

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