It would be really valuable for our project. I reckon you guys are awesome enough to reach an appropriate solution.
#Could not find or load main class texturepacker update
It would also allow dynamic (asset bundled) updates of just the packed texture without needing to also update the object that is recording them via the editor script you suggested.
![could not find or load main class texturepacker could not find or load main class texturepacker](https://static1.makeuseofimages.com/wordpress/wp-content/uploads/2021/03/laptop-macbook-work-man-working-person-915107-pxhere.com-3-1.jpg)
I guess the short answer is I don't know for sure what would be best but I think the potential difficulties are outweighed by the functionality gained.
![could not find or load main class texturepacker could not find or load main class texturepacker](https://randolphburt.files.wordpress.com/2014/08/xamarin-fullsolution.png)
For all sword sprites in Texture Atlas (normally represented by some UV array?) create all sprites by enumerating and iterating over them The other main class that the TexturePacker Loader gives us is the SpriteRender class.
![could not find or load main class texturepacker could not find or load main class texturepacker](https://i.ytimg.com/vi/4pLG6HIbZh4/maxresdefault.jpg)
Get SpritePacker TextureAtlas of swords 'unity_spritepacker_generated_swords.png' I want to increase the number of swords in this atlas, potentially an infinite amount (of course not really infinite, but it might be 10, might be 100).Īt runtime when I show this sword selection menu, what I really want to happen is the following pseudo code: I have a bunch of swords (sprite images) that I pack into an Atlas for both memory and runtime performance (batching a sword selection menu). By Atlas I mean, the Texture SpritePacker generates upon building. Click to expand.So perhaps "atlas" isn't quite the right terminology.