I have a Unity pro licence but can not access the Sprite Packer window. I get this message : " Sprite packing is a developer preview feature". Is there anyway to unlock this ? I would love to use the new 2D tools on my current projects but as I m targeting mobile devices I really need to be able to pack sprites into atlases.
It’s already unlocked; the message is just for info (in case there are still bugs, I assume). Sprites will not be put in atlases unless you give them a packing tag. Also, regardless of the sprite packer window, sprite packing is automatic unless you have it disabled in project settings/editor.
pretty sure my atlas was built but there is no folder AtlasCache that I can find anywhere in the project or on my computer(macbook pro). Was the folder automatically created for you guys?
If you mean the menu item itself it grayed out, I have no idea. For me, even an empty project has a functional Sprite Packer window although you obviously can’t do anything with it.
So presumably I’m not the only one who can’t enable it from Edit → Project Settings → Editor → Sprite Packer right? I changed it to “Always Enabled”, restarted Unity, and the Window → Sprite Packer (Developer Preview) menu button just stays grayed-out.
Sprite Packer (Developer Preview) menu button was grayed-out for me as well, “Packing Tag” did not activate it.
I finally solved it by switching the platform (in my case to iOS) in the player settings. After the textures were re-compressed, this option was available again.
The sprite packer works fine for a while, until I add a large animations to my project (4 animation of about 100 frame of 1422*800) which is quite large but necessary for our project. Now the sprite packer is running out of memory when I tried to packed my atlases. I already try to split my animation with several tags but it has no effect. I also tried to add my animation one by one but the packer always crash when I add the fourth. I understand that unity editor is compiled in 32bit so it won’t fully used my 16Go of Ram.
Does someone have a workaround ? a way to split the atlas packing work, without loading every single sprite in ram ??