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v2.0.0

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@elringus elringus released this 04 Apr 18:01
· 9 commits to main since this release

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.