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Inventory draw optimization

edited April 2018 in Technical Q&A
Hi,
I was wondering, is it possible to pass an image from atlas (for Inventory item) rather than using texture? Because now, to create an inventory cell texture is being created with a copy of assigned texture. In this case we don't have draw call batching and every element of inventory - one separate draw call.
We are using UGUI for our interface, not AC one.
Thanks.

Comments

  • If your UI Inventory slot uses a RawImage component instead of an Image one, then it can use the texture you assign in your Inventory Manager - rather than generating a cached sprite from it.  This should retain any Packing Tag information you assign it.
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