Unity sprite atlas addressables. But when in runtime,my prefab background image shows white.


  • Unity sprite atlas addressables Build sprite atlases. 13. To load the sprites I use the following: public static void Hello I need to know if this is possible, or I will always need to use code. " The author’s solution is using SpriteAtlas & Addressables in tandem. Sprite Packer Mode; SpriteAtlas Include In Build; Additionally Addressables handles In this case, you have to use addressables to load the sprite atlas, then use the normal atlas API to load a given sprite from it. Load sprites from a sprite atlas by name using Unity's Addressables system. Loading via LoadAsset() results in a direct reference to the first sprite, it seems. This does The original version 1 of the Sprite Atlas system packs textures (from sprites, sprites within textures, and sprites in folders) into an Atlas Texture. I am including the atlas into an Addressables group simply by dragging the containing folder into the groups and building (“Use existing build” play mode). Select GameObject in SampleScene and witness errors: Hello, I’m using Unity 2018. We have other groups with Sprites as well as other assets and they work as intended due to prefab references. AddressableAssets namespace, then call the following methods: This loads the asset with the specified address. 3 all sprite loads fail with an InvalidKeyException. 1: 81: October 23, 2024 A Better Way to Use SpriteAtlas. 16. Addressable sprites Hi, I was wondering if sprite atlases are supported by the new addressable system. 5, but with version 1. This is important to consider when using the Use Asset Database Play Mode Script. In the SpriteAtlas v2 documention, it mentions that this feature is being removed: Unity - Manual: Sprite Atlas version 2 Unity Addressables is a powerful Unity package that upgrades the way you and I have been tackling some of the most important challenges in Game Development: efficient, pain-free content management. Current flow that I am testing: Empty bootstrap scene that is embedded into build. Usually, our menus are prefabs stored in an addressable group that are loaded and destroyed as needed and the Sprite Atlases are their own addressable Using Addressables 1. In this tutorial, you'll create and configure a Sprite Atlas. I use the packed mode and set remote path. When triggered, it will pass in the atlas tag and a System. 20. This example also shows extending the AssetReference to provide a typed reference that Addressables doesn't Once you have the custom builders setup, you can load any sprite contained in an addressable sprite atlas by name. 7. Now when I check out the Last Build Report I can see the size of the various files in the build: Now for atlas B, the size of the build Sprite-Atlas. GetAtlasSpritesAndPackables(ref atlas); #if UNITY_EDITOR internal static List<(Object, Object)> GetAtlasSpritesAndPackables(ref SpriteAtlas atlas) { List<(Object, Object)> packables = new List<(Object, Object)>(); Object[] When using Addressables(Use Existing Build) and SpriteAtlas together, the textures may not be displayed correctly. 4. Play in “Fast Mode” (and “Virtual Mode”) shows all five sprites Hi, I’ve been working with addressables for a bit, and moving our games more and more over to them to manage the memory, but there are a couple of things I’m unsure of when it comes to Sprite Atlases and UI. 10 and have a couple of groups with just a single sprite (not on an atlas) inside. My current “solution” is to make a rule that addressable sprites may A simple approach I have found for ensuring that every sprite in your project is included in a master sprite atlas is to: Select your sprite atlas in the inspector, and then lock it (click on small padlock in top right corner). Assign an image to the sprite of the image in the prefab. Levels contain nested prefabs of many different types of objects These objects contain sprites, animations, colliders etc. Why is it necessary for Addressables to rebuild the sprite atlas cache? 5 sprites are placed to one atlas that is split by 2 pages. Please help me find proper solution for this of point me in right direction. Create the custom builder assets and add them to your Addressables settings asset. Sprites are not null, they just dont have any texture associated with it AssetReference has a method SetSubObject, if the main object is a SpriteAtlas then there is a method call var subObjects = AssetReferenceUtilities. Addressable sprites Hello, I have some spriteAtlases placed in different addressable groups. Library folder and all addressable related assets deleted after upgrade. Either way, I can’t get to the data about the sprites in the I read an article that said the problem with Unity’s SpriteAtlas is its default behavior: "When you reference a sprite that lives within a SpriteAtlas, you load the entire atlas into memory and then use the specific region your sprite takes. spriteatlas. Check Sprite Atlas to Addressable Duplicate Dependencies. My Setup: I have three prefabs that includes the sprites from Sprite Atlas. 14f1 Addressables 1. The “AssetReference” method is Unity 2018. View all Pathways. Addressables. Unity creates the Sprite Atlas in the Asset folder, with the file extension *. Sprites on the first page are shown but sprites on the rest of the pages In addition, the Sprite Atlas API provides you with control over how to load the Sprite Atlases at your Project’s run time. 10 and have a couple of groups with just a single sprite (not on an atlas Hello! I have a problem pairing Spite Atlases and Addressables. This checkbox configures Unity to include the Sprite Atlas in the final build of the player and in AssetBundles. Addressable sprites Is it possible to see if an asset is checked as Addressable in Editor? I get a list of Sprite Atlases in my project through AssetDatabase. Sprite Atlas has Include in Build flag set to false, Sprite Atlas asset is marked One example of a possible manual fix is to pull the built-in Scene(s) with duplicated references out of Build Settings and make it an Addressable Scene. When managing your game assets, it’s hard to keep good standards that prevent our project from becoming a disgusting pile of mess. We’re running into the same problem (Unity 2018. Here’s a simple example: [RequireComponent(typeof(SpriteRenderer))] public class SpriteLoad : MonoBehaviour { public AssetReferenceAtlasedSprite spriteReference; void Start() { finding 3 - addressable sprites & atlas - mark sprites addressable, put them in an atlas, and mark the atlas as addressable. PNG 1345×664 119 KB. You're good to go! Once you have the custom builders setup, you can load any sprite contained in an addressable sprite atlas by name. Let’s say the player has an inventory, there are 1000 items in the game, 10 of them in inventory and there is a sprite atlas keeping all the possible item icons. g. Unity Engine. Someone has already posted and I considered replying, but my case is slightly different so here’s another thread. Since now sprites metadata will be included in other bundles that reference sprites from Atlas, Addressables Analyze tool will give warnings about duplicated dependencies. In this case, you have to use addressables to load the sprite atlas, then use the normal atlas API to load a given sprite from it. . Set Build sprite atlases. “A” is the correct one: Mark Atlas as Addressable Do NOT mark sprites contained in the Atlas as Addressables Everything would work, but there will be one “issue”. 5): Build Addressables Restart Editor Enter Play Mode with Hi, I am using Unity 2019. Beyond that, the sprite atlas’s should work. The sprites and the atlases all have the same settings. 16f1, Addressables 1. I have tried many solutions but nothing seems to work I’m stuck. Hit Play and confirm that everything works; Close project and reopen it in Unity 6000. It seems this issue happens in not only one situation. These prefabs are in individual asset bundles (using an Addressable group with bundle mode “Pack Hi there! Have anyone tried using Adressables and SpriteAtlases? If so can you please share your workflow. @unity_bill for what it’s worth I think this issue may have re-surfaced. 17 to build on MacOS 13. Sprite-Atlas, UGUI, TextMesh-Pro, Intermediate Sprite-Atlas, Addressables, Intermediate, Bug, 6-0. As My project is using Addressable sprite textures, with non Addressable SpriteAtlases. 18f1 and Addressables 1. The prefab contains a reference to a big sprite background (not power of 2). The only issue is that the texture is not necessarily in the same bundle as the atlas. Set Bundle Mode to Pack Separately. When I analyze the two atlases one atlas shows duplicate dependencies for its sprites while the other does not. Target scene from Addres This is a critical point Addressables don’t address. Addressable sprites Build sprite atlases. my fix for that: Sprite Atlas assets duplication in bundles Hey guys, we are using Addressable 1. Patrick_PS March 3, 2020, I am still not sure if it is adding addressable sprite to atlas or making atlas sprite addressable that causes the issue. This is so pages like inventory / shop and items stats page can be made dynamically and show the image needed when a player requests it. Atlas = addressable Sprites = not addressable Animation = addressable. Register it as PrefabA in Addressables. 5544757--570694--Screenshot_20200303-161615_Pixel_Combat[1]. Target scene from Addressables contains some UI prefabs that use sprites packed in Sprite Atlas. I’d file a bug report but it’s been so hard to reproduce. We’re using Editor 2021. 19 and Sprite Packer Mode set to “Sprite Atlas V2 (Experimental) - Enabled” in the project settings. 12f1 → 2021. Sprite Atlas V2 will not duplicate the sprite texture inside a bundle (so only the atlas texture is included) provided that 1 - the original sprite texture asset is not explicitly included In addition, the Sprite Atlas API provides you with control over how to load the Sprite Atlases at your Project’s run time. Addressable Prefabs Thus, if you have an Addressable prefab sprite that is dependent on an atlas, the atlas will be pulled into an AssetBundle. atlasRequested callback. Game crashes on iOS when loading a specific addressable scene. You can make your own API to get single sprite from Atlas located in the Resources folder like the image included in your question. Was the A Sprite can be loaded without referencing any Sprite Atlas, thus having no texture. 10). 15f1 with Addressables 1. So even if all the texture in the atlas are not referenced from game objects the atlas seem to be loaded anyway, along with a the non-packed version of After updating to Addressables 1. Then I start build and copy the bundle and catlog to my remote path. This instantiates the asset In this crude example we load the sprite atlas when it is ‘requested’ by the engine. This issue emerged after upgrading project to 2020. I already add event in SpriteAtlasManager. Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company Build sprite atlases. The problem comes *Can’t Load Sprite from Atlas using [ ] notation Hello! I am currently attempting to load a Sprite, from an included Atlas, into a SpriteRenderer and it appears the texture property of the loaded Sprite is null. Unity automatically scales down the sprites during build time before putting the The three Sprite AssetBundles still depend on the SpriteAtlas AssetBundle. I have addressables working, and I have everything on SpriteAtlases (2D only game) and I manually load/unload everything and it works fine. 2f1 Addressables: 1. So, I’ve just created an atlas A and put a number of Sprites into it. What version of Unity are you running on? Adrien_Danglard June 14, 2020, 1:54pm 4. When building the App, the Include in Build should be disabled, otherwise, the atlas will be duplicated into memory at runtime. UnloadAsset(), 3, load spriteAtlas and atlas texture again from assetBundle I am currently looking to store all my images to be referenced through script on 1 gameobject with the following code. But for this last step, I need to understand why this step exists. A Sprite Atlas organizes your Sprites onto a sheet to optimize your game's performance. It then loads target scene from Addressables. Build sprite atlases. Our scenes have references to animations that make use of the same sprite atlases the our dynamically loaded animations use. Does anyone know if this is possible? I need it for a custom PropertyDrawer i have implemented. To create a Sprite Atlas, go to menu: Asset > Create > Sprite Atlas. The sprite atlas contains the big sprite background so it can become power of 2, therefore being able to compress it effectively. You need to load it using "Charlotte [Charlotte]", as that is the address. 19. Everything does load and seems fine if I have the “Include in Build” option checked for the Sprite Atlases, but if I don’t, some sprites does not seem to load its texture. You can vote for this feature here. FindAssets, i would then like to check which of these assets are checked as addressables. If you want a way in addressables to get to a sprite that’s in an atlas, you need to mark the atlas as addressable, and use the atlas interface to Hi everyone, First off I’m using Unity 2019. 8 so that Runtime Animator Controllers can load. LoadAsset to load Build sprite atlases. One addressable group with one atlas asset. Import the package into your project. Addressable sprites I then tried fully activate “Sprite Atlas V2” (not only in build), the previews stopped disappearing after updating them the first time and further editing of the Atlases didn’t trigger all Atlases to be updated! Apparently “Sprite Atlas V2 - enabled in Builds” creates textures in the background but then discards them after saving the Check Sprite Atlas to Addressable Duplicate Dependencies. Is this correct? To manage memory efficiently, I’m considering creating an Atlas for all Sprites used in the UI, registering the Atlas as an Hello! I have a problem pairing Spite Atlases and Addressables. UI_Layout, has the Layout I’m trying to load a sprite from an addressable sprite atlas at runtime using an AssetReferenceAtlasedSprite reference. The SpriteAtlas helps you reduce your game draw calls when rendering UI or sprites in Unity. 2. jpg 1920×1080 212 KB. This works fine when we load the atlased sprites by address string for their individual sprite textures (the sprite atlas is loaded and not the individual texture, as desired), but when we use an AssetReference with the GUID of the sprite texture2d and subobject name Hello all, I’m working on a project in Unity 2019. This does not happen when playing in the editor, but it We’re having issues running BuildPlayerContent on our project with Addressables. Example 1: In addition, the Sprite Atlas API provides you with control over how to load the Sprite Atlases at your Project’s run time. I’m currently having an issue where sprites are not loading correctly, which results in what should be sprites simply displaying an entire atlas texture. So if your UI references a sprite that’s in an atlas, as long as the sprite itself is not addressable, you should be fine. It removes a lot of work, especially when trying to design asset pipelines or import many assets at once. For some reason not sure why it cannot find the sprite, but it should be able to right? I took a look at the Texture Variations sample project which is what I used to base the code on for this text project, however that project worked fine when not using sprite atlases and just I hope this is the right place to post this! I’ve found the ability to include a Folder in the SpriteAtlas’s Objects for Packing list very useful. A while back a bug was reported and there was a fix introduced in the post-processing package version 2. Often theses SpriteAtlases exist in their own groups (e. We have a Unity: 2021. cs on Start() loads the atlas via addressables and creates Image per sprite. Sprite Atlas Inspector window Sprite Atlas properties. If ‘Use Existing Build’ option was enabled, sometimes SpriteAtlases were missing. 23f1 Editor. This occurs when a sprite object is present in a scene that just loaded, as an example Expand the item in the addressable groups window, and make sure the addressable name matches the string exactly. When we do a build the editor consumes all available memory during the “Write Serialized Files build phase while writing “archive:/CAB-*” files (craps out around 87 GB on my machine). After building the bundles and inspecting them in the AssetBundleBrowser editor, it only shows the sprite but not the texture. LoadAsset<SpriteAtlas>("atlas") but atlases with more then one page are not working correctly. The atlases have the NOT “include on build” in the inspector and, in the addressable groups, I only include the atlases and not the sprites to avoid duplicates. My code looks like this: Regardless of whether I use asset database or simulate groups for my play mode script, I still get an Invalid Key Exception when I try and load the asset, even though I confirm that it’s a valid key immediately Some SpriteAtlas options can change how Sprites are loaded. Addressable sprites So I’m looking for some advice on how to deal with this situation: 2D Game that has many levels, each level is a prefab that is addressable. AssetDatabase V1 can&#8217;t have dependencies, and has no importer support for named objects, so Unity packs its Sprite Hi,everyone. Some SpriteAtlas options can change how Unity loads sprites. 15 → 1. Hi, I’m on Unity 2021. 1 it looks like we’re now able to load sprites even if they’re included in a sprite atlas However, it looks like there’s still an issue where the build process will incorrectly use cached build data after a sprite has been added to a sprite atlas, resulting in broken sprites until you clear the asset build cache. 7 (Unity Issue Build sprite atlases. My sprite frame animation does not show if the sprites are in the atlas. Topic Replies Views Activity; Best approach to include ui icons. I am wondering if perhaps how I have set them up is incorrect or there is a more stable way. My project setup: I have multiple prefabs which display UI content and which use sprites which are in different sprite atlases. 6. Hello, I am planning ahead for using my sprite atlases with addressables and would like to ask what would be best memory wise. 0. However, sprite atlases are hard-to-tame beasts that can bite your hand off. However, the SpriteAtlas AssetBundle may only contain metadata, and the texture may be in one of the other Sprite AssetBundles. I am creating SpriteAtlases in my project and adding individual sprites to them. Hi everyone, First off I’m using Unity 2019. The question is that after loading SpriteAtlas by the addressable system in runtime, it does not work in my animation clip. 19 Platform: Unity on Windows, but builds for Windows and iOS also have this bug I’ve linked the GitHub repository to the project at the bottom of the post. Here both the atlas and the sprites are NOT in resources/. I have a bundle with a prefab AND a sprite atlas. You can load all the sprites from the Atlas with Resources. Also, make this sprite into a spriteAtlas and put it in the Addressables as well. Should I preload this sprite atlas using addressables at the beginning cache it into a The three Sprite AssetBundles still depend on the SpriteAtlas AssetBundle. To access an asset from your game script using a string address, declare the UnityEngine. It packs these textures when it enters Play mode, or when it builds the Player or an AssetBundle. 38 and Addressables 1. In some scenarios after loading a sprite atlas using Addressables, displaying a sprite from the atlas in an Image will display the entire atlas From here on unity automatically check the high_sprites, medium_sprites, and lows_sprites for changes. I have two sprite atlases with different sprites in each . In the Project tab, use the search by type button (has a square, circle and triangle on it), to search for Sprite. 7f1 and 0. This is important to consider if you want to use the Use Asset Database Play mode Script. The following examples explain how Addressables handles a SpriteAtlas differently than other assets:. Addressable Prefabs With Sprite dependencies. 14f1, and a slightly modified version of Addressables 1. the first late binding is successful, the experiment is following: 1, i keep gameObjs and sprite , 2, unload spriteAtlas and atlas texture using Resources. Build skills in Unity with guided learning pathways designed to help anyone interested in pursuing a career in gaming and the Real Time 3D Industry. I tried listening to SpriteAtlasManager. 1. So I checked “Addressable” on the UI prefab and the atlas. public class ImageHolder : MonoBehaviour { [SerializeField] public Sprite[] Items; [SerializeField] public Hello, I am getting a crash because this code is not working as expected based on the samples. 20f1 and version of Addressables1. Unity Engine Hi, I’ve been using addressables in my project for a while and sometimes my sprites are white in builds. If there are any new sprites in the folders they automatically inherit the compression settings of the atlas, because the whole folder is assigned to an atlas. This also affects the build-in Editor mode; if the checkbox is disabled, Unity can no longer automatically load the Sprite Atlas for a Sprite Build sprite atlases. atlasRequested and in the event I use Addressables. Addressable Sprite Texture not included in AssetBundle Unity Engine. What’s common between this thread and the linked one: If an Image component references a Sprite, that Sprite should be automatically taken from the SpriteAtlas. It will be invisible until the user registers an atlas to the Sprite by listening to the SpriteAtlasManager. We try to eliminate any artifacts from previous versions which may cause unexpected bugs. 7 Adressables package. This tells addressables to load all the sub-objects that are sprites, and return them as a list. Bump. I made variants of my atlases, and set their scale to 0. I use couple of Sprite Atlas, and I load them by addressable and cache all the sprites within them at the beginning of the game. I also tested in an empty project and had the same issues. The procedure is as follows. This is important to consider if you want to use the Use Asset Database Play Mode Script. I need the Hello, I’m trying to implement DLC using Addressables in my current project but facing some problems with it. Addressable sprites There doesn’t seem to be a way of referencing anything but the default sprite on a sprite sheet (in this case, a texture imported with Sprite Mode Multiple) using this system. This issue is compounded by the fact that only builds from our builds Here we load the sprite sheet asset as type IList. Addressable sprites Check if “RebuildSpriteAtlasCache” changed any “spriteatlas” file, and halt the Addressables build warning the user of the problem if that happened. Does it As far as I could figure out by googling; you are supposed to make sprite atlases addressable - not the sprites in it, and then use AssetReferenceAtlasedSprite to refer to the Some SpriteAtlas options can change how Sprites are loaded. Both the atlas and the sprites are located in resources/. unity via Main. Hello fellow developers, I require help figuring out what happens when you tick the box in the atlas window - Include In Build and mark the atlas itself as an Addressable. Issues: These duplications means sprite data will be duplicated in multiple areas in the Addressable build. I want the ability to change the look/skin of the game at runtime based on unlockable themes. I have a prefab that referencing 4 AnimationsClips. For what I see from the profiler all the atlases are loaded into memory cause referenced from “CachedSpriteAtlasRuntimeData”. Our project works fine with addressables version 1. 4358137--394261--Addressables-setup. My art designer send me lots of sprites of UI. 5 and that works just fine, but when I assign them to their own groups ( Build sprite atlases. Loading via LoadAsset() results in a reference to the texture. With that said, what’s the best method of dealing with Build sprite atlases. Action which will take in an atlas object. I then tried fully activate “Sprite Atlas V2” (not only in build), the previews stopped disappearing after updating them the first time and further editing of the Atlases didn’t trigger all Atlases to be updated! Apparently “Sprite Atlas V2 - enabled in Builds” creates textures in the background but then discards them after saving the If the SpriteAtlas is an Addressable, it should be set to Include in Build only when building the Addressables. LoadAll then store them I am trying to get a “low rez” set of my sprite assets into addressables for slower/older devices. But when in runtime,my prefab background image shows white. Basically exact same problem, all my sprites get turned into white/scrambled portion of sprite In the Sprite Atlas’s Inspector window, there is a checkbox called Include in Build. Hey guys, we are using Addressable 1. All of them are Addressables in default In case if I’m not mistaken, Sprite Atlas V2 has one particular improvement over Sprite Atlas V1 regarding asset bundles and, inherently, addressables. I also have addressable scenes that include the sprites from the atlas. Given an Addressable sprite atlas this rule will detect if any sprites in the atlas have been marked Addressable anywhere else. The issue is when I put all the textures used by the Animations clips in a sprite atlas in packed play mode (it works in other play modes). Is it make sure that the prefab refer sprite from the atlas correctly? Do I still need check “Include in Build” on the atlas asset? All the assets and scenes will be loaded using Addressable, and I don’t need load One example of a possible manual fix is to pull the built-in Scene(s) with duplicated references out of Build Settings and make it an Addressable Scene. Third is accessing a sprite from within an atlas. atlasRequested and load the atlas with Addressables. Example 1: Instead of three Addressable textures, there are three Addressable sprite prefabs. This is not due to paging, as an atlas with two pages will display four times, with two pairs of matching reference counts. thegreatmiasma October 26, 2020, 8:45pm 1. Then i have an atlas B and put a set of other Sprites into it. Similar to 2, the texture will not be duplicated. I also set my prefab and sprite atlas into addressable. Sprite Packer Mode; SpriteAtlas Include In Build; Additionally Addressables handles SpriteAtlases a bit differently than other assets, as illustrated by the following examples: Addressable Sprites. The build does Our project uses ‘Sprite Atlas V1 - Enabled For Builds’ option. 10 that makes heavy use of loading atlased sprites via AssetReferenceAtlasedSprite’s LoadAssetAsync. Similarly, if you explicilty mark the atlas as Addressable, the prefab will list the atlas bundle as a dependency, and There is no native API to get single sprite from the SpriteRenderer and no API to access individual Sprite by name. Then I created a sprite atlas asset to put all sprites together. 3. 17f1 and addressables to 1. Then new Only the atlases are marked as addressable. Disable the “RebuildSpriteAtlasCache” step. Because of that, when both dynamically and statically loaded animations are present in the same scene, Unity will load in a copy of the sprite atlas for the “statically” loaded animations, and Addressables will load i want to cache lots of game objects and sprites,and load/unload spriteAtlas dynamically to save memory, atlas texture is huge. SampleScene. I don’t know what I’m doing wrong, but sprites just wont load when using this Asset Reference type. 8. So far so good. Addressable sprites If I load a UI prefab through Addressables, when are the Sprites used in that prefab loaded? I assume that the Sprites will be loaded at the time the prefab is instantiated and remain in memory even after the prefab is unloaded. But there is a situation that it happens reproducibly (Tested using Unity 2020. I’ve just noticed as I started adding more textures into sprite atlases that some, not all, of the atlases we’re using are in memory twice with the exact same ref counts on the two instances. kfhdm ejocwkh iyjjzrk afgpu xjvy ojeypm ckukl thosk hgtlqo nhsuon