Sprites always quads even when mesh type is TIGHT

Hi,

I’m posting this here instead of in the 2D forum since I’m using the 4.6 beta. I honestly don’t know if the same ‘problem’ exists in earlier versions.

I haven’t really used the sprite functionality of Unity until know, so please tell me if this is a simple matter of user error…

No matter if I choose tight as mesh type (under advanced) for the sprite importer, my sprites are drawn as full quads both when used with a spriterenderer and as images in the new GUI.

I have Unity Pro, and other Pro features such as the Spritepacker are working they way they should.

Do I need to do anything extra to enable non-quad meshes for sprites?

I have tried using your example project for the new GUI by changing mesh type in the import settings for different sprites such as the Unity logo.

1 Like

are you using you displaying these sprites with a Sprite component or with an Image component under a Canvas? The image com

Are there any constraint that prevent you from upgrading to the latest stable Unity, instead of using a beta version?

have the same issue, using Unity 5.5.2p1

However, getting SpriteSharp for 13$ solves issue, and works even better than native mesh calculation