It might be a Unity handles the generation and use of sprite atlas textures behind the scenes so that the user needs to do no manual assignment. It packs these Textures when it enters Play Mode, or when it builds the Player or an AssetBundle.

Think of each unique Scene file as a unique level.
Pixel lighting is calculated at every screen pixel. Custom policies can override this and instead use tight packing.Is something described here not working as you expect it to? The smallest unit in a computer image. Unity provides a Sprite Packer utility to automate the process of generating atlases from the individual sprite textures. The current Sprite Atlas A texture that is composed of several smaller textures. Checkout these top picks for all experience levels. For optimal performance, it is best to pack graphics from several sprite textures tightly together within a single texture known as an atlas.

Sprite Atlas A has Include in Build disabled. New to Unity?

Get the Sprite Packer package from Carlos Wilkes and speed up your game development process. Create a new Sprite Atlas object in your Assets. You can see that in the documentation: The explosion (or whatever it is) is clearly using optimal space. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Use Sprite Atlas instead, it doesn't need sprite pack tags, you create your own atlas and it will be referenced automatically as long as you enable it in editor settings. A Scene contains the environments and menus of your game. Open the Sprite Atlas and look under Objects for Packing.

"Sprite Packer is legacy now, and will be deprecated in future builds. More info See in Glossary packs Textures (from Sprites, Sprites within Textures, and Sprites in folders) into an Atlas Texture. This is useful if you’re doing texture-space effects or would like to use a different mesh for rendering the Sprite. Now you don't need to use the legacy Sprite Packer …

Copyright © 2020 Unity Technologies.

The atlas can optionally be packed on entering Play mode or during a build and the graphics for a sprite object will be obtained from the atlas once it is generated.Users are required to specify a Packing Tag in the Texture Importer to enable packing for Sprites of that Texture. Publication Date: 2020-08-13.A 2D graphic objects. The DefaultPackerPolicy uses rect packing (see SpritePackingMode) by default. Find this & other Sprite Management options on the Unity Asset Store. However, a significant portion of a sprite texture will often be taken up by the empty space between the graphic elements and this space will result in wasted video memory at runtime. See post above.2. The outline is actually the render mesh outline and it also defines the area used for tight packing.The toolbar at the top of the Sprite Packer window has a number of controls that affect packing and viewing. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development.

Find this & other Sprite Management options on the Unity Asset Store. Sprite 1 appears invisible in the build at run time, because the Texture it refers to is not available and is not loaded. The Sprite Packer is disabled by default but you can configure it from the Editor settings (menu: If you select a sprite in the Project panel, this will also be highlighted to show its position in the atlas.

Use Sprite Atlas instead.1. When designing sprite graphics, it is convenient to work with a separate texture file for each character. Add your Sprites/Images (or folder) here then click Pack Preview. Result: The Project’s published build does not include Sprite Atlas A, and does not include Sprite 1’s Texture. Unity provides a Unity handles the generation and use of sprite atlas textures behind the scenes so that the user needs to do no manual assignment. In addition, the Sprite Atlas API provides you with control over how to load the Sprite Atlases … I believe this is because Unity detects that you have no Sprite Atlas assets. With the unity sprite packer you wont have this problem, since it will 'pack' the wasted empty space together and create an optimal atlas, hence the name 'packer'. Pixel size depends on your screen resolution. Sprite Atlas A contains Sprite 1.