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It depends on your implementation. A. You can keep tile size constant (e.g. 64px). This way depending on screen resolution the number of tiles that fit on the screen will change. And of course you will need to take care about retina displays, cos they have very high pixels-per-cm density. B. You can scale your tiles to preserve constant physical size (e.g. ...


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A few other notes on texture "atlases" as they're usually called, or sprite sheets. Make sure you disable any filtering. The reasoning behind this is that any kind of filtering will blur one texture/sprite into the next. If you really must use filtering, ensure that you leave a gutter area around each image to account for the filtering. The trick ...


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This forum post also explains how it's done. http://forum.starling-framework.org/topic/bitmapfonts-sharing-a-textureatlas


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You are overthinking it, if you want to do context dependent loading just make one sprite sheet for the common graphics and one for each specific context. There is no need to combine them.


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Sure. You can create an offscreen canvas: var modifiedSpriteSheet = document.createElement('canvas'); //Your dimensions here modifiedSpriteSheet.width = 400; modifiedSpriteSheet.height = 400; var modifiedContext = modifiedSpriteSheet.getContext('2d'); ...and draw exactly which graphics you want to use to the context. Of course, the images you are pulling ...


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Yes there is, you can make a composite image for your sprite sheet using the drawImage() canvas method out of the two original images.


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You can use Guillotine to slice the image along the guides or take a look at this plugin, which is used to make tiles out of an image - which is what you probably want.


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Can you use the AssetPostprocessor to change the import settings of the textures in that particular folder? http://docs.unity3d.com/Documentation/ScriptReference/AssetPostprocessor.OnPreprocessTexture.html http://docs.unity3d.com/Documentation/ScriptReference/TextureImporter.html ...



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