Packing sprites into atlas textures
Optimize the performance of your project by combining multiple textures into a single texture.
Read time 1 minuteLast updated 13 days ago
To reduce the number of draw calls Unity sends to the GPU, create a sprite atlas. A sprite atlas combines multiple textures into a single texture. Unity only needs to create one draw call for all the sprites in a sprite atlas.
Page | Description |
|---|---|
| Sprite atlases | Learn about sprite atlases and how to use them to optimize performance. |
| Create a sprite atlas | Create a sprite atlas, add sprites and textures to it, and analyze and optimize it. |
| Create lower resolution versions of sprite atlases | To create different versions of the same sprite atlas for different platforms, create sprite atlas variants. |
| Load sprite atlases manually at runtime | To avoid Unity loading sprite atlases when your project starts, load the sprite atlas yourself at runtime instead. |
| Upgrade Sprite Atlas V1 assets | Upgrade Sprite Atlas V1 assets from Unity version 2022.2 and earlier to Sprite Atlas V2 assets. |
| Sprite Atlas Inspector window reference | Explore the properties and settings you can use to customize a sprite atlas. |
Additional resources
- Sprite atlas best practices in Unity 6 on the Unity YouTube channel
- 2D game art, animation, and lighting for artists