Is it impossible to use custom packing alongside with spriteatlas in unity 2022?

I have searched that in 2022 the IPackerPolicy is gone, and scriptable packer is introduced in Unity 6(2023).
So what do I do when I want to customize my packing method using 2022 for my project (other than making multisprite my own)?

Could you please provide more info regarding what you would like to customize?

SpriteAtlas offers much more functionality than just limiting to grouping of sprites and texture settings provided by the Legacy Packer.

Scriptable Packer is summarized in this thread: ScriptablePacker for custom sprite atlas packing is here but what does it do?

I’m using ASTC 、ETC2 and DXT5 as my texture compressing method, they all support npot, So I want to make my Atlas width and height multiple of 4 to avoid packing loss using a open source packer RectPack2D.

I believe ScriptablePacker can be used to customize SpriteAtlas packing using any algorithm. Please check the 2D Common Editor package where you can find 2 of the Built-in example Scriptable-Packer samples.

SpriteAtlasScriptablePacker : This does tight-packing based on pixel data.
SpriteAtlasGeometryPacker : This does tight-packing based on sprite-mesh geometry.
Both have debug options to output the rasterized texture for visualization.

Please use them as reference to build a custom solution based on RectPack2D. Let us know if this helps.

Thank you for your information, but we are currently using Unity 2022, I can’t find the Scriptable Packer in this version.

I would suggest upgrading to 6 (please take a backup before doing so).

IPackerPolicy didn’t really provide ability to pack with custom algorithms, it merely provided the ability to group sprites and basic settings. So not sure if it would be useful for what the use-cases mentioned above.

Thank you for your advise, we will consider upgrade our project.