I’m having a problem when the atlas texture is full, the sprites are just skipped without any warning or anything stating that they no longer fit.
What is the proper way of detecting that all the sprites in the list of objects to pack are indeed packed into the atlas texture?
I’ve tried CanBinTo but it is stating that the sprite is bound to the atlas when in fact it is not packed into the texture. What else can I use here?
I believe they are all there but maybe in several textures.
When you click “Pack Preview” in your atlas you can see in the preview window how the atlas will look like. In the upper right corner of that window you probably see “# 1”. If you click it, you can select another number. Each number stands for one texture. So, the atlas just uses more than one texture when packing. This is still better than having every sprite in a single texture.
Nice! I never noticed that.
But how can I get a reference to those generated Atlas textures? Is there a way of getting a map from each sprite and the texture it maps to?
EDIT: I guess the only way of accessing it is through Sprite.texture and hold an internal map of the loaded texture…