The current Sprite Atlas V1 system packs Textures (from Sprites, Sprites within Textures, and Sprites in folders) into an Atlas Texture. It packs these Textures when it enters Play mode, or when it builds the Player or an AssetBundle. AssetDatabase V1 cannot have dependencies, and has no Importer support for named objects, so Unity packs its Sprite Atlases through a custom mechanism and stores the output data of Textures and render data in the Library/AtlasCache
folder.
However, Sprite Atlas V1 does not support the Cache Server. Unity can only cache Artifacts (data generated through the import process) stored in the Library folder. As it does not use an importer, the current system cannot use some of the functionalities exposed by AssetDatabase V2 (ADBV2) such as Cache Server support.
The Sprite Atlas V2 system is developed with the following criteria in mind:
1.使用支持缓存服务器和其他 ADBV2 功能的导入器工作流。
3.确保存在将当前精灵图集迁移到 Sprite Atlas 版本 2 的路径。
4.UX 工作流程没有重大变化。
There are no changes to the Inspector properties and settings from that of Sprite Atlas V1 except for the following :
Sprite Atlas V2 Inspector properties.
To enable Sprite Atlas V2 Sprite Packer mode, go to Edit > Project Settings > Sprite Packer > Mode, and select Sprite Atlas V2 - Enabled from the dropdown menu.
When you enable Sprite Atlas V2, there are the following effects:
1.当您通过 Assets 菜单创建精灵图集时,它成为默认模式 (Assets > Create > Sprite Atlas)。
Due to the automatic migration, it is recommended that you make a backup of your V1 Sprite Atlases before you enable Sprite Atlas V2. Assets converted to V2 are incompatible with V1, and cannot be converted back.
*Sprite Atlas 版本 2(实验性)添加于 2020.1 NewIn20201