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Question by InsaneQA · Aug 25, 2022 at 09:40 AM · atlaspresetpresets

Checking if SpriteAtlas corresponds a preset

Hi!

I have a SpriteAtlas "atlas", from which I've created a Preset "preset".

If I use the DataEquals method of the preset, I always get "false"

 var isDataEqual = preset.DataEquals(atlas) // Always return false!

For a SpineTexture, the following method worked:

 var texturePath = AssetDatabase.GetAssetPath(texture);
 var importer = AssetImporter.GetAtPath(texturePath) as TextureImporter;
 var isDataEqual = preset.DataEquals(importer) // This works as expected

So I tried to do something similar with a SpriteAtlas:

 var atlasPath = AssetDatabase.GetAssetPath(atlas);
 var importer = AssetImporter.GetAtPath(atlasPath) as SpriteAtlasImporter;
 var isDataEqual = preset.dataEquals(importer)

But that didn't work as well The Unity manual shows that I need to use the NativeFormatImporter https://docs.unity3d.com/Manual/BuiltInImporters.html - but I cannot event import it, it cannot be found in any namespace. Is there a way to compare preset data for the SpriteAtlas?

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lucbloom

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Answer by lucbloom · Sep 28, 2022 at 12:26 PM

I think we're out of luck. I'm trying to check the texture compression setting of various SpriteAtlases (based on their place in the project) and perhaps later automatically change them. So far, I haven't come across anything that signals it's doable.

         var atlasPath = AssetDatabase.GetAssetPath(atlas);
         var ai = UnityEditor.AssetImporter.GetAtPath(atlasPath) as NativeFormatImporter;
         if (ai)
         {
             AtlasSettings sets = ai. ... 
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