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Be sure you open the Sprite sheet from the path of the asset. You can achieve this either opening the sheet within the project window or going thru your documents to the asset folder of the project location. You can open it with your editor of choice and can then update and apply the changes to the project file "your sprite sheet" doing this will update ...


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I suppose one way to speed up the process is to format your sprite sheet in a way that its easy to edit. For example each animation to be in a couple of rows, and if there is space left, then let it white. In the end, after you have settled on a texture, go and edit the white spaces out and reattach the correct textures coordinates for all animations. I ...


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The goal of sprite sheets is to reduce the number of texture bindings. As you probably need to bind different textures (other than your animations) during a single frame you'll always have at least one texture bind to select one of the spritesheets back on the next frame. Whichever texture your bind on the next frame will have the same penalty as the data ...


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There are tools out there that can help you, such as Shoebox. But tools-recommendation questions aren't appropriate here, so instead I'll describe a basic process you could use to do this yourself. Since the sprites in the sheet are regular (that is, they're all the same size) you can pretty easily write a program that produce a set of rectangle data in ...



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