There are a few places where AC use a 2DTexture input... like bg image on menus, object/interaction icons, etc...
I'm not sure if this is already achievable... but, would it be possible to overload this input to be able to accept 2DTK and native 2D Unity's sprites too? That way, you can use an atlas texture instead of multiple images, use 2DTK multiresolution atlases, etc... improving memory use.
Thanks a lot!!
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For example, in the 2D demo... The game once it has started, has a drawcall count of 15. The inventory is always visible, but in the demo you only get the worn, so it can only go up to 16 draw calls for this. If you create 4 more objects (ie, using the textures from 2D Demo->Graphics->Textures) and check carry on start, you'll see 4 more objects on your inventory at the start, and 4 more draw calls.
And so on...
I always asked myself why do this, instead of using 2DTK sprites inputs (at the beginning of 2D support), or native Unity 2D sprites. This way you could have an atlas with all your inventory objects icons, active and not, and showing a full inventory would have a cost of 1 draw call, as you are using just one texture/material ^_^
Let's say, I have a texture with 100 inventory icons (my atlas). Then I create 100 native Unity sprites from that texture.
Now, on AC's inventory manager... I want to add the "Mighty Sword" object, but when choosing the icon, it asks for a texture file... and I can choose the whole atlas, but not the Mighty Sword sprite.
Surely there is something that I can't see :?
@ChrisIceBox any news on this? I am running into the same problem 5 years later
I created a spritesheet from all my inventory items but there's no way i can choose an image from the spritesheet in the Inventory settings.
There's a couple of issues at play:
However, it should be possible to bypass these on a project-level through custom scripting. Try this:
That should cause sprites to display instead of textures, though you'll need a bit more to handle the use of sprites as a cursor. See how the above works for you and we'll move onto that once the above is working.
InventorySprites.cs: