Releases: elringus/sprite-dicing
v2.0.0
Changes
- Core logic was rewritten in Rust w/o any dependencies on Unity and is now distributed as cross-engine native library with C ABI, as well as standalone CLI utility.
- Performance improved by ~3x.
- Content hashing is now more strict, which fixes rare issue when diced units with subtle differences were considered identical causing minor rendering artifacts.
- Unity integration has the same old GUI and serialized assets, but uses new native libraries under the hood. Windows x64, Linux x64 and Mac ARM binaries are bundled with the package.
- Added
Separator
option allowing to change the separator string used to join generated sprite names located in sub-folders. - Improved compression ratio by always discarding transparent mesh quads. To preserve original sprite aspect ratio (eg, for animations), disable
Trim Transparent
. Disabling the option won't affect the compression ratio, but instead offset mesh vertices and sprite rect to keep the original aspect. - Min. supported Unity version changed to 2022.3.
Migration from 1.x
Unity plugin is expected to mostly work same as before, just build atlases faster, while using less memory. Existing serialized assets (sprites, atlas and associated settings) are expected to work with the new version as-is.
One notable difference is that diced unit content hashing is now more strict, which fixes rare issue when units with subtle differences were considered identical causing minor rendering artifacts. With this issue fixed, in the same rare cases, diced atlases may become larger after rebuild, as more diced units would be considered unique.
Another difference is that you no longer have to sacrifice compression ratio to keep original sprite dimensions. Disabling Trim Transparent
won't actually keep the transparent quads, but instead offset the vertices and sprite rect for the same effect. Enabling Keep Original
over Pivot
is no longer required to keep the aspect. The option will instead make sure to overwrite Default Pivot
with per-sprite pivot when set via texture import settings, but otherwise has no effect on sprite dimensions.
v1.10.0
v1.9
v1.8
v1.7
Min. supported Unity version: 2019.4
Changes:
- Improved atlas build performance #20
- Added support for empty textures #22 (thanks to @rafaelGuerreiro)
- Texture import settings for diced atlases are now preserved on rebuild #24 (thanks to @rafaelGuerreiro)
v1.6
v1.5
v1.4
v1.3
v1.2
Min. supported Unity version: 2019.4
Changes:
- Fixed UV artifacts in sprites with content at the borders of the texture.
- Improved compression efficiency and speed.
- Compression ratio is now shown in addition to the generated data size.
- When
Keep Original
(pivot) is enabled and texture has an associated sprite, pivot of that sprite will be preserved; this make possible controlling pivot of the generated sprites relative to the source textures. - Atlas building process can now be canceled.
- Refactored the source code and added tests.