4

First of all, there are already image formats with compression. In particular the PNG format supports lossless compression. Furthermore, while it is true that taking a bunch of PNGs and zipping them might be a gain in size, making a texture atlas (spritesheet or similar) will also reduce the size in similar fashion, in particular if you rank up the PNG ...


2

It picks one randomly. In fact it gives a warning when you have a sprite in multiple atlases, telling you to not do that. See here for relevant details: https://docs.unity3d.com/Manual/SpriteAtlasScenarios.html You’re looking specifically at scenario 3 on that page: Scenario 3: One Sprite in two Sprite Atlases Sprite Atlas A and Sprite Atlas B both include ...


1

I think there is a minor typo in your code, see SpriteSheet class public BufferedImage grabImage(int col, int row, int width, int height) { BufferedImage img = image.getSubimage((col * 32) - 32, (row * 32) -32, width, height); //return image; typo here! return img; } what actually happens: you crop a sub image (named img) from your ...


1

The easiest way to do this by using a tile palette or just resizing the image by not cutting it up. So you can change the image to Point (No filter) instead of Bilinear. After that you choose (Grid by cell size). Then you get a series of cut p parts (Also, you should probably choose a power of 2 or a multiple of two). Then click create, 2d, tile map. Then, ...


1

You can use Leshy's tools to split non uniform spritesheets: https://www.leshylabs.com/apps/sstool/ Your spritesheet is 32x32. I've used it before:


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