# Sprite (2D and UI) texture Import Settings window reference

> Explore the settings for a sprite texture.

Set the import settings for the texture asset when you set its **Texture Type** to **Sprite (2D and UI)**.

The **Sprite (2D and UI)** texture type formats the texture asset so that it can be used in 2D features as a [Sprite](/engine/6000.6/manual/unity2d/sprite.md). Unity automatically locks [Texture Shape](/engine/6000.6/manual/materials-and-shaders/textures/textures-reference/class-texture-importer.md#textureshape) to **2D** for this texture type.

| Property                             | Description                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |
| ------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Sprite Mode**                      | Specifies how to extract the sprite graphic from the image.- **Single**: Use the sprite image as is. You can clip and edit the image in the Sprite Editor to refine it further, but Unity treats the sprite generated from the texture source file as a single asset. For more information, refer to [Create sprites from a texture](/engine/6000.6/manual/unity2d/sprite/use-editor.md).
- **Multiple**: Choose this value if the texture source file has several elements in the same image. You can then define the location of the elements in the Sprite Editor so that Unity knows how to split the image into different sub-assets. For example, you can create animation frames from a single sheet with multiple poses, create [Tiles](/engine/6000.6/manual/unity2d/tilemaps/reference/tile-asset.md) from a single Tilesheet, or create the different parts of a character.
- **Polygon**: Choose this value to clip the sprite texture according to the mesh defined in the Sprite Editor’s Sprite Custom Outline. For more information, refer to [Crop a sprite](/engine/6000.6/manual/unity2d/sprite/generate-outline.md). |
| **Pixels Per Unit**                  | The number of pixels of width/height in the sprite image that correspond to one distance unit in world space.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| **Mesh Type**                        | Specifies the mesh type for the sprite asset you want Unity to generate. This property is visible only when **Sprite Mode** is set to **Single** or **Multiple**.- **Full Rect**: Choose this value to create a quad (four-sided polygon) to map the sprite onto.
- **Tight**: Choose this value to generate a mesh based on the pixel alpha value. The mesh that Unity generates follows the shape of the sprite. **Note**: Any sprite that's smaller than 32 × 32 pixels automatically uses **Full Rect**, even when you select **Tight**.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| **Extrude Edges**                    | Controls how much area to leave around the sprite in the generated mesh.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |
| **Pivot**                            | The location in the image where the sprite’s local coordinate system originates. Choose one of the pre-set options, or select **Custom** to set your own **Pivot** location by setting the **X** and **Y** values. This property is visible only when you set **Sprite Mode** to **Single**.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| **Sprite Mesh Triangulation Method** | Specifies the algorithm Unity uses to generate the tight mesh for the sprite. A tight mesh follows the outline of the sprite to reduce the transparent area that Unity renders. This property is available only when you set **Mesh Type** to **Tight**. The following options are available:- **Legacy Triangulation**: Generates a mesh using the default triangulation algorithm.
- **Delaunay Subdivision**: Generates a mesh that fits the sprite outline more closely. A closer fit reduces overdraw but increases the number of vertices in the mesh. Selecting this value displays the **Sprite Outline Detail** and **Sprite Mesh Subdivision** properties, which you can use to adjust the result.                                                                                                                                                                                                                                                                                                                                                                                                                             |
| **Sprite Outline Detail**            | Controls how closely Unity follows the outline of the sprite during triangulation. Set a value between 0 and 1, where higher values follow the outline and produce more vertices. This property is available only when you set **Sprite Mesh Triangulation Method** to **Delaunay Subdivision**.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |
| **Sprite Mesh Subdivision**          | Controls how much Unity refines the mesh with additional internal geometry after triangulation. Set a value between 0 and 1, where higher values add more triangles to the mesh. This property is available only when you set **Sprite Mesh Triangulation Method** to **Delaunay Subdivision**.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| **Generate Physics Outline**         | Indicates whether to generate a default Physics Outline from the outline of the sprite if you don’t define a Custom Physics Outline. This property is only visible when you set **Sprite Mode** to **Single** or **Multiple**.**Note:** If you use an [isometric tilemap](/engine/6000.6/manual/unity2d/tilemaps/isometric-tilemap.md), to make the physics outline match the cells of the tilemap instead, select the tile asset and set its **Collider Type** to **Grid**.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |
| **Open Sprite Editor**               | Opens the **Sprite Editor**, which you can use to define how you want Unity to separate the elements on an image with multiple Sprite Mode elements (to create subassets) or refine the shape, size, and pivot position of a Polygon outline. This button only appears if your project uses the [2D Sprite](https://docs.unity3d.com/Packages/com.unity.2d.sprite@latest) package. For more information, refer to [Sprite Editor window reference](/engine/6000.6/manual/unity2d/sprite/sprite-editor-window-reference.md). For information about how to find and install packages in the Unity Package Manager, refer to [Packages discovery](/engine/6000.6/manual/packages-list/upm-ui-window/upm-ui-nav.md) and [Installing from the registry](/engine/6000.6/manual/packages-list/managing-packages-window/upm-ui-actions/upm-ui-install.md).                                                                                                                                                                                                                                                                                       |
| **Install 2D Sprite Package**        | Installs the 2D Sprite package. This button only appears if your project doesn't have the 2D Sprite package installed.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |

In addition, you can use the [Platform-specific overrides](/engine/6000.6/manual/materials-and-shaders/textures/textures-reference/class-texture-importer.md.md#platform) panel to set default options and overrides for specific platforms.

## Additional resources

* [2D game development QuickStart guide](/engine/6000.6/manual/unity2d/2d-game-development.md)
* [Import a sprite or spritesheet texture](/engine/6000.6/manual/unity2d/sprite/import-images-sprites.md)
