I have all my UI sprites in the same Texture Atlas, so Unity will render all UI in one draw call. But if I add text to my UI, as text texture is not in the same Texture Atlas as my images, the number of draw calls increase… Can I “pack” the text texture in the same atlas as my other UI images to avoid unnecessary draw calls?
Hmmm… i’m a novice when it comes to unityUI… but I always wanted this for my custom UI i’m working on now.
I wonder if you would need to create an Editable Font for all used… and change the material to the Atlas Texture one, and manually Resize the Atlas Texture (save a copy of the pixels 1st to an array… so you can put it back), making it large enough to fit all characters in the Font, and copy each of the Font Chars one by one (making sure that the pixels on the texture are Readable 1st), while changing the UV coordinates to match the new locations for each of the Characters.
too much work?
I created an Editable Font, and I thought it would be enough to assign the same “packing tag” to my UI texture, and to the Editable Font texture. But it seems it’s not working (text is drawn in a different draw call than my UI images). Am I missing anything?