Unity3D does sprite sheet automatically batched? - unity3d

I know I can use sprite packer to pack sprites so that there will be only one drawCall. If I slice a sprite sheet into multiple sprites, will it have the same effect? I experimented on my own, but there is no batching saved and I am afraid I did something wrong?
I used UI Image. And I used same material on them to hope batch them.

You may open the Frame Debugger to inspect whether your sprites are batched.
See also DrawCallBatching for more details on when and how draw-calls will be batched.

Related

turn sprite list images into single images for use

so trying to make this as simple as I possibly can (which is next to impossible)
so in the unity editor using the 2d platformer learning thing im trying to switch the player sprites with many sprite lists from https://aamatniekss.itch.io/fantasy-knight-free-pixelart-animated-character for the images I'm trying to make the images into a new sprite animation
I hope I made this straight forward enough.
Use this BRACKEYS TUTORIAL
You need to make sprite sheets or create the animations in the Unity animation system and then trigger them by code or state machine.
https://www.youtube.com/watch?v=87cF8jqVpBA
i found it myself so anyone who needs to know here you go
make sure the sprite isnt in single but multiple.

My sprite cover the edges of other sprite Unity 2D

I'm working on a procedural world generation in Unity 2D. But when It spawns my blocks, blocks cover each other. What could be the possible problem? How can I fix it?
Thanks for your help.
Screenshot:
screenshot
It might be because you made the boxcollider2D on your blocks a little too small.
Try to fit the collider perfectly with the edges of the block
Okay, finally managed to solve it. For future people, here's the solution:
So when you export your sprite from Photoshop or whatever program you use, you export it with a preferred size (ex. 128×128 px).
What you need to do is, go ahead and click your .png file in Unity. In the inspector window, you will see an option called "Pixels Per Unit". You have to enter the correct sprite size there.
Apply the changes, and there you go!

Sprite dislplays all of the frames without acting like an actual sprite

So, i've been trying to make a videogame on unity, and i made my first sprite on piskel. Exported it as PNG but can't seem to make it work on Unity. I imported it as a new sprite and even selected sprite (2D and user UI) on the menu.I selected 2D sprite but it doesn't work. It's just like if I put an image there, and not a sprite.It stays still I even tried using another sprite format More rows
I can't find anyone else with the same problem out there on the internet, so help would be much appreciated. Thank you.
Selecting 2D sprite isn't the full story. You will also need to make the sprite "multiple" instead of "single" and split it up in the editor (now available in the package manager).
That will split it up into frames for you, then you drag and drop a single frame.
https://docs.unity3d.com/Manual/SpriteEditor.html

Properly "stamp" an image on a GameObject in Unity?

How do I properly "attach" an image on a GameObject?
Without knowing what you want the image for, there are different ways to have an object render as an image.
Assuming you're trying to make a 2D game, it sounds like what you are looking for is the Sprite Renderer.
The GUI texture you tried to use is deprecated and was part of an old system for menus and UI elements. If a UI is what you're after, take look at UI Image.

Unexpected sprite tearing?

I making a 2d game and I am having some very random problems... My sprites are not displaying as they should be. Below is a screen shot of what I see when I run my game. This bug is present in the game window and the scene window, both when the game is running and not running. And the glitch is not because of the tiles being offset (The background is made up of tiles), if you look closely the player sprite is also glitched up. I have tried restarting unity and my computer, one of which has worked. I have been having this problem ever since i started using tilesets (using one PNG image and cropping out smaller sprites by setting the sprite mode to multiple, instad of using just one PNG image where there is only one sprite and the sprite mode is singular). How do I fix this? (BTW I am using Oryx's lo-fi fantasy and sci-fi sprites at www.oryxdesignlab.com)
This happend when your atlas is not sliced correctly. When you making 2D game there are several important things about sprites.
Set Filter Mode to Point
Set Fromat to 16 bit or TrueColor (in special cases)
Make sure that your atlas is sliced properly.
Edit:
Adjust "Max Size" - make sure is value represents number equal or bigger than spritesheet size
The best way in sliceing atlas in Sprite Editor is NOT to use automatic. I got glithes like that in my project too and those steps can eliminate them.
Have a look at your Sprite in the Sprite Editor. I think you can get to it by double clicking.
Your sprites will have sort of boxes around them to identify each individual sprite (if you set your texture to multiple). One of these boxes will not have sliced correctly, and will have overlapped into another sprite, hence why you're seeing what looks like the arm of another sprite in your picture :)