# SetMasterAtlas(SpriteAtlas, SpriteAtlas)

> Set an atlas to be the master atlas.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor.U2D](/engine/6000.6/script-reference/unityeditor/u2d.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static void SetMasterAtlas(this SpriteAtlas spriteAtlas, SpriteAtlas value)
```

### Parameters

**** (\[SpriteAtlas]\(/engine/6000.6/script-reference/unityengine/u2d/spriteatlas)): **** (\[SpriteAtlas]\(/engine/6000.6/script-reference/unityengine/u2d/spriteatlas)):&#x20;

### Remarks

Setting a valid master atlas will not turn this into a variant Sprite Atlas. You have to use [SpriteAtlasExtensions.SetIsVariant](/engine/6000.6/script-reference/unityeditor/u2d/spriteatlasextensions/setisvariant.md) to make it a variant.
