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Question by ez06 · Jul 17, 2014 at 06:25 PM · atlas

Is there an advantage in using atlases for 2D animations instead of sprite sheets?

I'm using NGUI and its Atlas Maker. I found it practical and would like to know first if it's possible to use an Atlas instead of a sprite sheet, for the purpose of 2d animations.

Also, is there any advantage in using atlases instead of sprite sheets?

These concepts are a bit confusing, I would appreciate if someone could help me out.

Thanks in advance

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avatar image robertbu · Jul 17, 2014 at 07:03 PM 0
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I've never seen a formal definition of 'sprite sheet'. In my $$anonymous$$d a sprite sheet is regularly divided where an atlas need not be. So all sprite sheets are atlases, but not all atlases are sprite sheets.

Assu$$anonymous$$g you have more than one object that uses a particular sprite sheet, you want to avoid any animation solutions that modifies the material properties such as $$anonymous$$aterial.mainTextureOffset and $$anonymous$$aterial.mainTextureScale. You want one that modifies the uvs in the mesh. NGUI modifies the uvs.

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Answer by thomasindustry · Jul 17, 2014 at 06:42 PM

The ngui atlas is a sprite sheet itself, so you won't see any rendering performance differences.

You might see some difference in the amount of computation it takes to switch frames in you animation. Switching ngui sprites probably has a bit more overhead than if you were directly manipulating your own sprite sheet.

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