


Uvrect Texturepacker How To Use TexturePacker
SpriteLib ) spriteLib:reserveUVQuads ( spec.uvRects ) for j, uvRect in ipairs ( spec. They all required some post or pre processing which just isn't worth the extra work.Tutorial including full source how to use TexturePacker with MOAI SDK. Believe me, I tried every way possible to go without string creation and the cost of making a few strings at startup outweighed every other option.
...
Show drawcall count on UIPanel's details panel. When you use overlay UI by SceneCapture2D, you can eject player and hide UI. Modify UIRoot for editor simulation mode. If any prefab contains the UITexture component, then you should recreate that prefab.
Turns out that this is an interesting problem. I scrounged the internet on algorithms on how to optimally pack rectangles in a bigger one. It should be simple enough to recompute the UVs of the packed sprites. TexturePacker.pack(TexturePacker.java:170)While coming up with solutions, I thought what if I could pack the images dynamically instead and use the generated atlas.
I needed something that keeps track of the packed textures. Unity already made one.It needs some help, though. It also turned out that I no longer have to roll up my own packer.
