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Question by keanine · May 05, 2020 at 11:44 PM · editortexture2dspritesheet

Getting the sprite borders from a Texture2D?

I'm making a little tool to make my life easier when it comes to spritesheets. In order to get it working I would like to get the positions and borders and maybe pivots that are generated when slicing a spritesheet so I can use them to modify the sprites through scripting.

Since this is a tool I'm fine with using UnityEditor, I'm just unaware of how I could achieve this. I've been unable to figure it out even after a lot of googling! I figured that since these values were already generated by the SpriteEditor it would be easier to grab those than to try and generate them myself

TLDR: How do I get the positions/borders/pivots from a multi-sprite texture.


Thanks for taking a look at this post, please let me know if you have any solutions!

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Answer by FlaSh-G · May 06, 2020 at 04:17 AM

I haven't tested it, but I think you should be able to get the sprites of a texture asset by using AssetDatabase.LoadAllAssetsAtPath, as sprites are imported as child assets of the texture asset.

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avatar image keanine · May 06, 2020 at 03:22 PM 0
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This was part of the solution. The data I was looking for was stored in Sprite.textureRect and Sprite.pivot. I loaded the Texture2D in using your method, then cycled through the Sprites to get this data! Thank you!

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