Chapter 6
Generating Atlas Textures
This chapter ranks as one of the most important in the book. Here, we’ll create a new ScriptableWizard Editor extension that’ll generate Atlas Textures. What is an Atlas Texture? And what does creating one achieve? To answer the first question, imagine this: you’ve created lots of different sprite images for your 2D game (all at different pixel dimensions)—one file for the player, one for each enemy, and one for each prop and power-up. That’s probably a lot of files! Then, you copy and paste them all into one, larger image file, consolidating them neatly into rows and columns. In doing this, you’ve just created an Atlas Texture the manual way. Now why is an Atlas Texture useful? Essentially, they offer ...
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