Īnd generally in Unity, one image is equal to one batch. Each sprite asset has its own size and it gets added to your app's overall build size. When you start working on your app, you can access all the screens your app will have and the related UI assets (sprites) from the graphics designer.įor example, your app may have 10 different screens and each screen may have 4-5 different UI elements (like a button or loading bar etc.) resulting in 40 to 50 different sprite assets. It's called a "sprite atlas." What is Sprite Atlas and how it works ? This is a 4k sprite atlas containing 28 images at 540x960 There is a simple method that can help you reduce the build size and frame rate of your app.
#Texturepacker unity 2d install
But, all developers know that if you add more and more UI elements, it starts to make the app slow and sluggish,it requires increasingly powerful hardware to run smoothly and increases the build size of the app/game.įor a developer that's a bad outcome because we want to target the maximum number of devices possible and want the build size to be as low as possible so the maximum number of people will install it. Multiple UI elements are often added into a game/app to make it look more attractive. Whether working on an application or a game, all developers really want is an attractive UI and graphics with multiple screens and smooth transition animations. Or for apps, perhaps connectivity with social networking platforms like Whatsapp, Facebook or Instagram is desired. If it’s a game, more characters and animations may be added. And more and more features are often added into the app or game to make it better than competing apps on the market. Today, I would like to share an effective way to reduce the build size of your mobile applications.Īs a developer, we spend a lot of time developing an application or game. The smaller the build size of your app, the greater the chance for it to be downloaded. The size of your app will determine whether it gets downloaded or not. “Size doesn’t matter” is a popular saying, but when you work on a mobile platform like iOS or Android, size does matter. And all platforms have their own pros, cons and restrictions.
#Texturepacker unity 2d android
As a developer, I have worked on multiple projects and platforms such as Hololens, Oculus Quest & Go, iOS, Android etc.