Little FAQ: - They move it to right click --> Create --> 2D --> Sprite Atlas - You need to enable it in Project Settings --> Editor --> Sprite Packer - There is an option to enable it only in build, so you may not see draw calls reduction in editor
Hello, im from Ukraine. I don't speak English well, but I wanted to thank you so much. For about several weeks I did not understand how to reduce the number of batches, I read all possible forums and reviewed all possible videos and not a single person said that you can use a profiler in order to understand which batches are not combined and because of what. I wish you great success and thank you again. I reduced the number of batches from 15 to 3 and this is very important for me. I love you, dear friend, I subscribing and turned on the bell
Yea, I think that was the only way before this existed. We used TexturePacker I think it was, that was a good solution until this came along. Glad you found it useful!
This is good for games if you have minimal sprite sheets, imagine you have to use like atlas in 10 places and tick that include in build, it will eat an estimated 40 mb on app which will increase the size of the app after the build
My art skills are still at stick man figures 😂 I use assets from Craftpix, those are free. (disclaimer, the link has an affiliate in case you purchase something later on. Their stuff is great) craftpix.net/freebies/free-fantasy-character-avatar-icons-pixel-art?affiliate=125748
Are you sure it's not working? I think they just moved it to the package manager. Try importing '2D Sprite' from the package manager, and it should appear :)
Really? What did your scene setup look like? Unless they were all using the same sprite and materials, Its near imposible to not see any improvements (unless unity changed something Im not aware of). Did you check your frame debugger before & after the change?
Thank you so much, it’s reaaaally helpful! May I ask how to bump up the fps like in your case? The stats panel shows your fps is over 2000 which is incredibly amazing! Pls pls pls teach me how to do it~
For me Canvas.RenderOverlays do not exist on my FrameDebugger, it was inside Camera.Render>Drawing>Render.TransparentGeometry>RenderFowardAlpha.Render>RenderFoward.RenderLoopJob>Canvas.RenderSubBatch Also as a side note, I don't know if "clipped by same mask" included that case, but keep in mind that every LayoutGroup, also split the element into another drawcall (even if they are on the same canvas)!
Little FAQ:
- They move it to right click --> Create --> 2D --> Sprite Atlas
- You need to enable it in Project Settings --> Editor --> Sprite Packer
- There is an option to enable it only in build, so you may not see draw calls reduction in editor
Hello, im from Ukraine. I don't speak English well, but I wanted to thank you so much. For about several weeks I did not understand how to reduce the number of batches, I read all possible forums and reviewed all possible videos and not a single person said that you can use a profiler in order to understand which batches are not combined and because of what. I wish you great success and thank you again. I reduced the number of batches from 15 to 3 and this is very important for me. I love you, dear friend, I subscribing and turned on the bell
Wow, your comment made my day! Thanks a ton for the kind words, and supper happy you were able to improve your game 👍
Holy crap this is video is pure gold. Thank you so much 🙏
Hey! Thanks for this video! I always made sprite sheets by myself and hat power of 2 problems, this will solve that and also save time :D
Yea, I think that was the only way before this existed. We used TexturePacker I think it was, that was a good solution until this came along. Glad you found it useful!
Great video! Thanks a lot! It was really useful!
Thanks for the comment, and glad you enjoyed it
Great video, thank you!
Glad you enjoyed it Barbara 🤟🏻
This is absolutely fantastic!! Thank you!!!
Glad you enjoyed it and thanks a lot for the positive comment ☺️
Awesome video. Thanks! :)
Muchas gracias por el comment 🤗
Thank you! This really helped for me. Minus 100MB from project 😁
Those are the comments I love to hear!
Very well explained thank you
Glad it was helpful!
thank u for clear tutorial
This is good for games if you have minimal sprite sheets, imagine you have to use like atlas in 10 places and tick that include in build, it will eat an estimated 40 mb on app which will increase the size of the app after the build
Those UI icons look great! Did you create them yourself?
My art skills are still at stick man figures 😂
I use assets from Craftpix, those are free. (disclaimer, the link has an affiliate in case you purchase something later on. Their stuff is great)
craftpix.net/freebies/free-fantasy-character-avatar-icons-pixel-art?affiliate=125748
Nice video man
Thanks, glad you enjoyed it 👍👌
Really useful!
Really good!
Unfortunately sprite atlas is not working on unity 2021.2 but it works on 2020.3
Are you sure it's not working? I think they just moved it to the package manager. Try importing '2D Sprite' from the package manager, and it should appear :)
@@BigfootCodes i did that but it didn't work i don't know it may be a bug or i did something wrong
2020.3 not working too, I just hit the Pack Preview button, no errors , no preview
@@weitang9727 then maybe downgrade
@@BigfootCodes Oh , it works , B.U.T , the sprite altas icon in the Unity Editor no preview , it just left it as it was some how, maybe a bug ?
Done but no improvement on batches 🤷 (using Unity 2021.3.2f1)
Really? What did your scene setup look like? Unless they were all using the same sprite and materials, Its near imposible to not see any improvements (unless unity changed something Im not aware of). Did you check your frame debugger before & after the change?
Do sprites for UI elements (like Images) need to be power of 2?
Thank you so much, it’s reaaaally helpful! May I ask how to bump up the fps like in your case? The stats panel shows your fps is over 2000 which is incredibly amazing! Pls pls pls teach me how to do it~
get good pc lmao
This was a nearly empty project, and yea, I run a new m1 max laptop, so that's probably why :)
what is the ideal number for draw call for 3d games specifically for mobile games ?. Thankbyou
Thanks for this!
Glad you enjoyed it :D
does this work for pixel art?
For me Canvas.RenderOverlays do not exist on my FrameDebugger, it was inside Camera.Render>Drawing>Render.TransparentGeometry>RenderFowardAlpha.Render>RenderFoward.RenderLoopJob>Canvas.RenderSubBatch
Also as a side note, I don't know if "clipped by same mask" included that case, but keep in mind that every LayoutGroup, also split the element into another drawcall (even if they are on the same canvas)!
Thanks for clarifying. Maybe it moved since I made the video :)
its ork! thx
Thanks for the comment!
so this is for 2D only