Web27 Sep 2024 · Create a Sprite atlas, add a sprite to it, and uncheck Include in Build. Create a UI Image and select the atlased sprite you created. Attach this script: Code (CSharp): … WebSpriteAtlasManager.atlasRequested 这个 atlasRequested 里面需要对指定的atlas的加载,完成加载后还需要使用回调指定的 Action AssetBundleRequest.isDone 这个属性是用来判断之前通过 AssetBundle.LoadAssetAsync 异步加载Prefab是否完成,这个一般是在 Update 的循环里面来进行判断, Update 从时序上是发生在所有的 EarlyUpdate 后面, …
SpriteAtlasManager.atlasRequested在什么时机被调用
Web4 Nov 2024 · Select all of the sprites that are found by the search (Ctrl + A in project window), click on them with the mouse and hold the mouse button down. Move the … Web11 Apr 2024 · spriteLabel = new GUIContent ( "Source Image" ); } public override void OnInspectorGUI () { serializedObject.Update (); EditorGUILayout.PropertyField ( spriteProp, spriteLabel ); EditorGUILayout.PropertyField ( colorProp ); DrawPropertiesExcluding ( serializedObject, "m_Script", "m_Sprite", "m_Color", "m_OnCullStateChanged" ); free printable time log sheet pdf
can not do late atlas binding after reload spriteAtlas
Web我们也可以根据需要实现SpriteAtlasManager.atlasRegistered事件,这里就不作说明了。 后期绑定更多时候是和 AssetBundle 一起使用的 ,比如我们将UI元素 Image 放在一个AB包 … WebThere on SpriteAtlas the inspector editor a "Include in Build" option is called. When this option is turned on, it will create dependency and SpriteAtlas specific sprite, which means that SpriteAtlas resources will go along with specific sprite, just as dependent Unity generated between other asset. WebSprite Atlas is an asset created within Unity. It is part of the built-in sprite packing solution. A Sprite Atlas stores a list of packable assets. A packable asset is either a Sprite, Texture2D … farming indiana