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Here's what I found out by following this link. context.drawImage can take an img, canvas, or video element. So you can decide to use the contents of an off-screen canvas as a pattern. // First we create a canvas to draw our pattern on // Doesn't actually have to be in the DOM var offscreenCanvas = document.createElement('canvas'); offscreenCanvas.width = ...


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You need to create a sprite array Sprite[] sprites and fill it using sprites = Resources.LoadAll<Sprite>("Location"); inside Awake().


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If what you want is a tool to do it ShoeBox can extract the sprites from the PNG. You can get more details about this feature here.



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