Is it possible to support slicing multiple Texture 2D assets in the same way at the same time?
We have around 1000+ texture assets, intended to use as sprite sheets. Each asset is sliced with the same type, pixel size, offset, padding, empty rect selection, pivot, and method.
The current implementation doesn’t support any kind of multi-slicing workflows, and requires slicing to be done manually for each asset, one at a time.
This means that I need to select the same type, pixel size, offset, padding, empty rect selection, pivot, and method manually each time for our 1000+ assets. Otherwise we need to extend the Editor.
It would be great to support some basic workflow improvements here in the UIUX, as this is not a use case unique to us. Slicing is essentially part of the import process, and is always done in the same way on the same types of asset batches, eg: always grid by cell size with X dimensions on tilemaps, or automatic in other cases.
The last used slicing configuration is saved between slices, which does provide some speed up. But ultimately the use case for larger batches is: “Open Sprite Editor” > “Slice” > “Slice” > “Apply”… then repeat manually for every asset in your game.
I’m not suggesting other Sprite Editor tooling (eg Skinning Editor) be used for multiple sprites, only the slicing. I would suggest the desired workflow like this:
- User selects multiple Texture 2D objects in their Project view
- Users can then click “Open Sprite Editor” button, as it is not disabled and greyed out
- On opening the Sprite Editor with multiple Texture 2D objects selected, all selected assets with “Multiple” sprite mode are displayed overlayed, starting in the top left corner
- When clicking Sprite Editor again to produce the drop down list (of eg Custom Outline, Skinning Editor etc), everything is greyed out except the Sprite Editor option.
- Users can then select the “Slice” option with their slice preview appearing as normal
- Clicking Slice and Apply will slice all Texture 2D assets as if they were sliced individually in the same way.
Thanks!