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Showing results for tags 'optimize'.
sorry that am posting this here but am still getting used to using forums ( noob ) so! I have been working with Spriter2Unity for a while and I have noticed something very critical to optimizing Spriter to work with Unity better! In Unity, when using a texture map ( graphic ) it will do a Draw call ( which is pulling that graphic from the game database ), I have noticed something when I use Spriter2Unity, it draw call all the parts of what ever graphic that was made inside spriter into the frame, meaning ( if a character is made out of 20 parts, it will cost 20 draw calls ) for a cellphone game 100 draw calls is a bit too much so 20 is too much for a single character on screen. the solution is! Unity can slice a single texture sheet to many parts for sprites use, and lets say a map for 4000x4000 has like 100 sprites all these sprites will be a single draw call! but in different batchs. still a SINGLE draw call! so! if there is a way that we can make spriter slice parts from a single sheet, that will even improve the workflow drastically. for editing, a person can just open a single file, color pick and edit on the fly but when having so many stuff in different small files it will be a bit tought to edit stuff. tell me what you think guys!