Spritesheet Size Problem - 2D Pixelart Animation

Hi everyone. One of my soldiers spritesheet in my 2D Pixelart game is very big due to the sheer amount of animations. The canvas size is a bit over 8192 with a lot of white space. There are over 308 frames for the toal amount of animations in the spritesheet - The space behind the character is used for normal death animations so its a “One size fits all situation”. My question is first of all - can i just split up the spritesheet in two? Is this a good solution and does it matter that there is a large amount of whitespace? Is it gonna reduce performance due to the file being larger or does Unity “ignore” whitespace when the game is builded?

Additional Info: The game is developed for mobile devices (Is this Max-Size of 8192 gonna be a problem?)
The animations are made in the Pixelart program Asprite

Left: The finished spritesheet with all animations included - to big for Unity to handle
6494266--730432--BlurryVsNormalSprite.PNG

One of the reasons for it being so big is due to all the white space. Sometime the unit is in a trench
6494266--730435--DeadTrench.PNG

Jumping into the trench


Jumping out of the trench
6494266--730447--JumpOutTrench.PNG

All help is very much appreciated!

6494266--730444--JumpInTrenchFinished.PNG

Yeah, definitely chop it up into smaller pieces. Or if you can remove some of the white space that’d help too. 8192 px is definitely going to be a bit of a problem for Unity and the whitespace will just make that worse

split it into 1024x1024 sheets

the white space won’t cause a performance problem

at most it will cause a memory problem, if you have too many large images loaded

but if its only 8000pixels your full animations then no problem

build your game and check how much ram its taking, if its lower than 1gb then all is good

If you are working with separate textures per Sprite, you can also have a look at our Sprite Atlas tool which will help you automatically atlas all the separate sprites together. The tool also allows for atlas variants, where you can create lower resolution versions of the atlas for lower end targets.

Happy developing!