Hi,
like the most Users of this Forum I am realy new to Unity (but not to C#).
My Question is about “importing Sprite Sheet” to Unity. In short time I have managed it to import a PLIST-File with corresponding PNG an parse/slice them to separate Sprites.
My TexturePacking tool trims the Images to save space/size of the resulting Sprite Sheet Texture. But in the PLIST File it stores the original Framesize. (see illustration below)

In Unity all Sprites have the trimmed Rect Size.
My Question is how do I manage it to create Sprites in original Size?
It would be nice to solve this Problem in the Editor (in a AssetPostprocessor) and not while Runtime with changing the Texture of the Sprite/GameObject!
EDIT:
What I did so far:
- Parse PLIST Data into a Array of SpriteMetaData named SpriteDataArray.
- Set MyImporter.spritesheet = SpriteDataArray.
- Import Sprites with AssetDatabase.ImportAsset(MyImporter.assetPath).
- The used Texture Rect for each Sprite is the trimmed Rect Size because of… (see pic below)

I need some technic to to put the trimmed Sprite Texture into a Sprite with the original Frame Size of the Sprite Sheet Texture frame.
Thanks for any hints or Help!
