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2
Question by Red Turkey Wizard · Mar 08, 2011 at 11:32 AM · editorbuildatlas

Texture atlas generator within Unity

I am building a texture atlas generator within unity. My code already works as I want it to, and the UVs of all the meshes are being adjusted to work with the atlassed texture.

What I want to do now, is to generate this atlas as an offline stage within the unity interface, while keeping the references to the textures in the original assets.

My attempts at doing this do work, however, the original textures end up being included in the final archives, in addition to the atlas itself. Is it possible to keep a reference to a Texture, which only exists in the "editor" interface, and thus will get removed in the player?

I am using #if UNITY_EDITOR around my texture reference and all instances of it, but the texture still gets included in the build.

Any help will be greatly appreciated.

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avatar image Red Turkey Wizard · Mar 09, 2011 at 12:51 PM 0
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Update on this: I managed to get roughly what I want by doing setting it up like this. I have an editor menu script which creates a new prefab containing an AtlasGenerator behaviour class. This contains an array of textures I want to atlas. I also have a custom editor for this class, which adds a button to regenerate the atlas. This generates 3 objects, a prefab for the ingame atlas object, and atlased tex & material. This works well, and doesn't include the src textures into the build. I need to add a texture listener so I can automagically regenerate the atlas when the source changes.

avatar image thienhaflash · Jun 15, 2012 at 10:09 AM 0
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Hi Red Turkey Wizard, can you post the script here, this may help people like me ? I wondering how can I exclude the original textures in the build, too.

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