8 Commits
1.7 ... 1.7.5

Author SHA1 Message Date
max
3532465e69 Button labels, tooltips, icons.
First iteration, buttons now have optional tooltips and labels. By default the editor will load with them on, this can be changed in the settings.
2020-04-18 22:55:52 +02:00
max
6c2daebb56 Update README.md 2020-04-13 18:11:59 +02:00
max
696ef848e0 Bugfixes: Texture point scale.
Bugfixes: Texture point scale.
Test Unity2019.3.
2020-04-13 18:03:44 +02:00
max
521cb34541 Bugfixes: Texture width as height & build errors.
Bugfixes: Texture width as height typo and project build errors.
2020-01-14 19:42:30 +01:00
max
d8c59e86ca Corrected Unity version for prefab support.
UNITY_2018_4_OR_NEWER -> UNITY_2018_3_OR_NEWER
2019-11-29 00:12:04 +01:00
max
e894fcf797 Merge branch 'master' of https://github.com/maxartz15/MA_TextureAtlasser 2019-11-29 00:03:23 +01:00
max
0dfa466d78 Support old prefab system
Added support for the prefab system used before Unity 2018.
2019-11-29 00:03:18 +01:00
78f3daa145 Update README.md 2019-11-28 23:54:23 +01:00
21 changed files with 762 additions and 602 deletions

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@ -1,21 +1 @@
# MA_TextureAtlasser README: https://github.com/maxartz15/MA_TextureAtlasser/blob/master/README.md
Texture atlas creator for Unity
[![Image](https://maxartz15.com/wp-content/uploads/2019/04/MA_TextureAtlas.png)]()
You can combine textures and/or remap the UVs for the 3D models.
By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority. The tool can also be used to make 2D sprite sheets.
- Combine textures/sprites.
- Automatically adjusts the UV's of the assigned meshes to match the new texture atlas.
- Exports meshes as OBJ.
- Exports texture atlas as PNG.
- Exports texture atlas as a (sliced) sprite sheet.
[Example video](https://youtu.be/PBRKlopkZP0)
Download the UnityPackage here: https://github.com/maxartz15/MA_TextureAtlasser/releases
[![Github All Releases](https://img.shields.io/github/downloads/maxartz15/MA_TextureAtlasser/total.svg)]()
For more information: https://maxartz15.com/ma-textureatlasser/

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@ -0,0 +1,8 @@
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@ -0,0 +1,30 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace MA_TextureAtlasserPro
{
[CustomEditor(typeof(MA_TextureAtlasserProSettings))]
[CanEditMultipleObjects]
public class MA_TextureAtlasserProSettingsEditor : Editor
{
GUIContent reloadButton = new GUIContent("Reload", "Update the editor with the changes made.");
public override void OnInspectorGUI()
{
GUILayout.BeginVertical();
DrawDefaultInspector();
GUILayout.Space(15);
if(GUILayout.Button(reloadButton, GUILayout.Height(40), GUILayout.ExpandWidth(true)))
{
//Update necessary systems.
MA_TextureAtlasserProGuiLoader.LoadEditorGui((MA_TextureAtlasserProSettings)this.target);
}
GUILayout.EndVertical();
}
}
}
#endif

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@ -1,8 +1,7 @@
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guid: 64b4bb2ec0d18b142b6a5aa0c8dfb5c1 guid: 9850f2b069cfb36498e9601e4884071a
timeCreated: 1521838249
licenseType: Free
MonoImporter: MonoImporter:
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serializedVersion: 2 serializedVersion: 2
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executionOrder: 0 executionOrder: 0

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@ -1,4 +1,5 @@
using UnityEngine; #if UNITY_EDITOR
using UnityEngine;
using System.Collections; using System.Collections;
using MA_Texture; using MA_Texture;
using System.Collections.Generic; using System.Collections.Generic;
@ -67,3 +68,4 @@ namespace MA_TextureAtlasserPro
SpriteSliced SpriteSliced
} }
} }
#endif

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@ -10,7 +10,10 @@ namespace MA_TextureAtlasserPro
[System.Serializable] [System.Serializable]
public class MA_TextureAtlasserProSettings : ScriptableObject public class MA_TextureAtlasserProSettings : ScriptableObject
{ {
[Header("Hotkeys:")] [Header("GUI (requires reload):")]
public MA_TextureAtlasserProGuiSettings editorGuiSettings = new MA_TextureAtlasserProGuiSettings();
[Header("HotKeys:")]
public bool useHotkeys = false; public bool useHotkeys = false;
public EventModifiers modifierKey = EventModifiers.Alt; public EventModifiers modifierKey = EventModifiers.Alt;
public KeyCode addQuadHotKey = KeyCode.Q; public KeyCode addQuadHotKey = KeyCode.Q;
@ -36,5 +39,19 @@ namespace MA_TextureAtlasserPro
return false; return false;
} }
} }
[System.Serializable]
public class MA_TextureAtlasserProGuiSettings
{
public MA_EditorGuiMode editorGuiMode = MA_EditorGuiMode.IconAndText;
public bool enableToolTips = true;
}
public enum MA_EditorGuiMode
{
IconAndText = 0,
Icon = 1,
Text = 2
}
} }
#endif #endif

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@ -0,0 +1,115 @@
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace MA_TextureAtlasserPro
{
public static class MA_TextureAtlasserProGuiLoader
{
private const string LOADICONPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Icons/";
public static GUIContent createAtlasGC;
public static GUIContent loadAtlasGC;
public static GUIContent exportAtlasGC;
public static GUIContent createQuadGC;
public static GUIContent removeQuadGC;
public static GUIContent duplicateQuadGC;
public static GUIContent showTexturesOnGC;
public static GUIContent showTexturesOffGC;
public static GUIContent dragHandleGC;
public static GUIContent editGC;
public static GUIContent createExportSettingsGC;
public static void LoadEditorGui(MA_TextureAtlasserProSettings settings)
{
createAtlasGC = new GUIContent();
loadAtlasGC = new GUIContent();
exportAtlasGC = new GUIContent();
createQuadGC = new GUIContent();
removeQuadGC = new GUIContent();
duplicateQuadGC = new GUIContent();
showTexturesOnGC = new GUIContent();
showTexturesOffGC = new GUIContent();
dragHandleGC = new GUIContent();
editGC = new GUIContent();
createExportSettingsGC = new GUIContent();
switch (settings.editorGuiSettings.editorGuiMode)
{
case MA_EditorGuiMode.IconAndText:
LoadIcons();
LoadText();
break;
case MA_EditorGuiMode.Icon:
LoadIcons();
break;
case MA_EditorGuiMode.Text:
LoadText();
break;
default:
LoadIcons();
break;
}
if(settings.editorGuiSettings.enableToolTips)
{
LoadToolTips(settings);
}
//Exceptions.
dragHandleGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "dragHandleIcon" + ".png");
dragHandleGC.text = "";
editGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "editIcon" + ".png");
editGC.text = "";
}
private static void LoadIcons()
{
createAtlasGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "createAtlasIcon" + ".png");
loadAtlasGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "loadAtlasIcon" + ".png");
exportAtlasGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "exportAtlasIcon" + ".png");
createQuadGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "createQuadIcon" + ".png");
removeQuadGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "removeQuadIcon" + ".png");
duplicateQuadGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "duplicateQuadIcon" + ".png");
showTexturesOnGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "showTexturesOnIcon" + ".png");
showTexturesOffGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "showTexturesOffIcon" + ".png");
createExportSettingsGC.image = (Texture)EditorGUIUtility.Load(LOADICONPATH + "createAtlasIcon" + ".png");
}
private static void LoadText()
{
createAtlasGC.text = "Create Atlas";
loadAtlasGC.text = "Load Atlas";
exportAtlasGC.text = "Export Atlas";
createQuadGC.text = "Create Quad";
removeQuadGC.text = "Remove Quad";
duplicateQuadGC.text = "Duplicate Quad";
showTexturesOnGC.text = "Hide Textures";
showTexturesOffGC.text = "Show Textures";
createExportSettingsGC.text = "Create Export Settings";
}
private static void LoadToolTips(MA_TextureAtlasserProSettings settings)
{
createAtlasGC.tooltip = "Opens the create atlas window.";
loadAtlasGC.tooltip = "Load an existing atlas.";
exportAtlasGC.tooltip = "Opens the export window.";
if (settings.useHotkeys)
{
createQuadGC.tooltip = string.Format("({0} + {1}), Creates a new quad.", settings.modifierKey, settings.addQuadHotKey);
removeQuadGC.tooltip = string.Format("({0} + {1}), Removes the selected quad.", settings.modifierKey, settings.removeQuadHotKey);
duplicateQuadGC.tooltip = string.Format("({0} + {1}), Duplicates the selected quad.", settings.modifierKey, settings.duplicateHotKey);
}
else
{
createQuadGC.tooltip = "Creates a new quad.";
removeQuadGC.tooltip = "Removes the selected quad.";
duplicateQuadGC.tooltip = "Duplicates the selected quad.";
}
showTexturesOnGC.tooltip = "Hides the preview of the first texture on the quads.";
showTexturesOffGC.tooltip = "Shows a preview of the first texture on the quads.";
createExportSettingsGC.tooltip = "Opens the create export settings window.";
}
}
}
#endif

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@ -0,0 +1,11 @@
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@ -1,37 +0,0 @@
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace MA_TextureAtlasserPro
{
public static class MA_TextureAtlasserProIcons
{
private const string LOADICONPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Icons/";
public static GUIContent createAtlasIcon;
public static GUIContent loadAtlasIcon;
public static GUIContent exportAtlasIcon;
public static GUIContent createQuadIcon;
public static GUIContent removeQuadIcon;
public static GUIContent duplicateQuadIcon;
public static GUIContent showTexturesOnIcon;
public static GUIContent showTexturesOffIcon;
public static GUIContent dragHandleIcon;
public static GUIContent editIcon;
public static void LoadIcons()
{
createAtlasIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "createAtlasIcon" + ".png"));
loadAtlasIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "loadAtlasIcon" + ".png"));
exportAtlasIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "exportAtlasIcon" + ".png"));
createQuadIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "createQuadIcon" + ".png"));
removeQuadIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "removeQuadIcon" + ".png"));
duplicateQuadIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "duplicateQuadIcon" + ".png"));
showTexturesOnIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "showTexturesOnIcon" + ".png"));
showTexturesOffIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "showTexturesOffIcon" + ".png"));
dragHandleIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "dragHandleIcon" + ".png"));
editIcon = new GUIContent("", (Texture)EditorGUIUtility.Load(LOADICONPATH + "editIcon" + ".png"));
}
}
}
#endif

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@ -8,8 +8,6 @@ using MA_Texture;
namespace MA_TextureAtlasserPro namespace MA_TextureAtlasserPro
{ {
public static class MA_TextureAtlasserProUtils public static class MA_TextureAtlasserProUtils
{ {
public const string TEXTURE_ATLASSER_PATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/"; public const string TEXTURE_ATLASSER_PATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/";
@ -457,13 +455,14 @@ namespace MA_TextureAtlasserPro
newMesh = MA_MeshUtils.MA_DuplicateMesh(quad.meshes[m]); newMesh = MA_MeshUtils.MA_DuplicateMesh(quad.meshes[m]);
//Remap UV's //Remap UV's
newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, quad.guiRect, modelExportSettings.uvChannel, modelExportSettings.uvFlipY, modelExportSettings.uvWrap); newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, quad.guiRect, modelExportSettings.uvChannel, modelExportSettings.uvFlipY, modelExportSettings.uvWrap);
//Save it //Set name
string meshName = string.IsNullOrEmpty(quad.name) ? "" : quad.name + "-"; string meshName = string.IsNullOrEmpty(quad.name) ? "" : quad.name + "-";
meshName += quad.meshes[m].name; meshName += quad.meshes[m].name;
int n = m + 1; int n = m + 1;
meshName += "_" + n.ToString("#000"); meshName += "_" + n.ToString("#000");
newMesh.name = meshName;
string asset = MA_MeshUtils.MA_SaveMeshPrefab(newMesh, meshName, savePath, material: material); //Save it
string asset = MA_MeshUtils.MA_SaveMeshPrefab(newMesh, meshName, savePath, materialPath: material);
assetPaths.Add(asset); assetPaths.Add(asset);
} }
} }

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@ -63,7 +63,7 @@ namespace MA_TextureAtlasserPro
//Textures //Textures
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("Textures", GUILayout.ExpandWidth(true)); GUILayout.Label("Textures", GUILayout.ExpandWidth(true));
if(GUILayout.Button(MA_TextureAtlasserProIcons.editIcon, EditorStyles.miniButton, GUILayout.Width(36), GUILayout.Height(15))) if(GUILayout.Button(MA_TextureAtlasserProGuiLoader.editGC, EditorStyles.miniButton, GUILayout.Width(36), GUILayout.Height(15)))
{ {
isEditing = !isEditing; isEditing = !isEditing;
} }
@ -140,7 +140,7 @@ namespace MA_TextureAtlasserPro
} }
else else
{ {
labelStyle.normal.textColor = Color.black; labelStyle.normal.textColor = GUI.skin.label.normal.textColor;
} }
GUILayout.Label("x " + curWindow.textureAtlas.selectedTextureQuad.guiRect.x.ToString() + ", y " + curWindow.textureAtlas.selectedTextureQuad.guiRect.y.ToString()); GUILayout.Label("x " + curWindow.textureAtlas.selectedTextureQuad.guiRect.x.ToString() + ", y " + curWindow.textureAtlas.selectedTextureQuad.guiRect.y.ToString());

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@ -25,42 +25,42 @@ namespace MA_TextureAtlasserPro
GUILayout.BeginArea(editorViewRect, EditorStyles.helpBox); GUILayout.BeginArea(editorViewRect, EditorStyles.helpBox);
GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
if(GUILayout.Button(MA_TextureAtlasserProIcons.createAtlasIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) if(GUILayout.Button(MA_TextureAtlasserProGuiLoader.createAtlasGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
MA_TextureAtlasserProCreateWindow.InitEditorWindow(curWindow); MA_TextureAtlasserProCreateWindow.InitEditorWindow(curWindow);
} }
if(GUILayout.Button(MA_TextureAtlasserProIcons.loadAtlasIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) if(GUILayout.Button(MA_TextureAtlasserProGuiLoader.loadAtlasGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
curWindow.textureAtlas = MA_TextureAtlasserProUtils.LoadTextureAtlas(); curWindow.textureAtlas = MA_TextureAtlasserProUtils.LoadTextureAtlas();
} }
if(curWindow.textureAtlas != null) if(curWindow.textureAtlas != null)
{ {
if(GUILayout.Button(MA_TextureAtlasserProIcons.exportAtlasIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) if(GUILayout.Button(MA_TextureAtlasserProGuiLoader.exportAtlasGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
MA_TextureAtlasserProExportWindow.InitEditorWindow(curWindow); MA_TextureAtlasserProExportWindow.InitEditorWindow(curWindow);
//MA_TextureAtlasserProUtils.ExportAtlas(curWindow.textureAtlas); //MA_TextureAtlasserProUtils.ExportAtlas(curWindow.textureAtlas);
} }
GUILayout.Space(MA_TextureAtlasserProUtils.VIEW_OFFSET); GUILayout.Space(MA_TextureAtlasserProUtils.VIEW_OFFSET);
if(curWindow.textureAtlas.showTextures && GUILayout.Button(MA_TextureAtlasserProIcons.showTexturesOnIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) if(curWindow.textureAtlas.showTextures && GUILayout.Button(MA_TextureAtlasserProGuiLoader.showTexturesOnGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
curWindow.textureAtlas.showTextures = false; curWindow.textureAtlas.showTextures = false;
} }
else if(!curWindow.textureAtlas.showTextures && GUILayout.Button(MA_TextureAtlasserProIcons.showTexturesOffIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) else if(!curWindow.textureAtlas.showTextures && GUILayout.Button(MA_TextureAtlasserProGuiLoader.showTexturesOffGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
curWindow.textureAtlas.showTextures = true; curWindow.textureAtlas.showTextures = true;
} }
GUILayout.Space(MA_TextureAtlasserProUtils.VIEW_OFFSET); GUILayout.Space(MA_TextureAtlasserProUtils.VIEW_OFFSET);
if(GUILayout.Button(MA_TextureAtlasserProIcons.createQuadIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) if(GUILayout.Button(MA_TextureAtlasserProGuiLoader.createQuadGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
MA_TextureAtlasserProUtils.CreateTextureQuad(curWindow.textureAtlas, "new Quad", new Rect(0, 0, 128, 128), curWindow.settings.autoFocus); MA_TextureAtlasserProUtils.CreateTextureQuad(curWindow.textureAtlas, "new Quad", new Rect(0, 0, 128, 128), curWindow.settings.autoFocus);
} }
if(curWindow.textureAtlas.selectedTextureQuad != null && GUILayout.Button(MA_TextureAtlasserProIcons.removeQuadIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) if(curWindow.textureAtlas.selectedTextureQuad != null && GUILayout.Button(MA_TextureAtlasserProGuiLoader.removeQuadGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
if(curWindow.textureAtlas.selectedTextureQuad != null) if(curWindow.textureAtlas.selectedTextureQuad != null)
MA_TextureAtlasserProUtils.RemoveTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus); MA_TextureAtlasserProUtils.RemoveTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus);
} }
if (curWindow.textureAtlas.selectedTextureQuad != null && GUILayout.Button(MA_TextureAtlasserProIcons.duplicateQuadIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) if (curWindow.textureAtlas.selectedTextureQuad != null && GUILayout.Button(MA_TextureAtlasserProGuiLoader.duplicateQuadGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
if (curWindow.textureAtlas.selectedTextureQuad != null) if (curWindow.textureAtlas.selectedTextureQuad != null)
MA_TextureAtlasserProUtils.DuplicateTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus, curWindow.settings.copySelectedQuadData, curWindow.settings.duplicatedQuadNamePrefix); MA_TextureAtlasserProUtils.DuplicateTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus, curWindow.settings.copySelectedQuadData, curWindow.settings.duplicatedQuadNamePrefix);

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@ -145,9 +145,9 @@ namespace MA_TextureAtlasserPro
{ {
if(q.isSelected) if(q.isSelected)
{ {
GUI.Button(new Rect(q.dragRectPos.x, q.dragRectPos.y, q.dragRectPos.width, q.dragRectPos.height), MA_TextureAtlasserProIcons.dragHandleIcon); GUI.Button(new Rect(q.dragRectPos.x, q.dragRectPos.y, q.dragRectPos.width, q.dragRectPos.height), MA_TextureAtlasserProGuiLoader.dragHandleGC);
GUI.Button(new Rect(q.dragRectWidth.x, q.dragRectWidth.y, q.dragRectWidth.width, q.dragRectWidth.height), MA_TextureAtlasserProIcons.dragHandleIcon); GUI.Button(new Rect(q.dragRectWidth.x, q.dragRectWidth.y, q.dragRectWidth.width, q.dragRectWidth.height), MA_TextureAtlasserProGuiLoader.dragHandleGC);
GUI.Button(new Rect(q.dragRectHeight.x, q.dragRectHeight.y, q.dragRectHeight.width, q.dragRectHeight.height), MA_TextureAtlasserProIcons.dragHandleIcon); GUI.Button(new Rect(q.dragRectHeight.x, q.dragRectHeight.y, q.dragRectHeight.width, q.dragRectHeight.height), MA_TextureAtlasserProGuiLoader.dragHandleGC);
} }
} }
} }

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@ -136,7 +136,7 @@ namespace MA_TextureAtlasserPro
{ {
GUILayout.BeginHorizontal(EditorStyles.helpBox, GUILayout.Height(44)); GUILayout.BeginHorizontal(EditorStyles.helpBox, GUILayout.Height(44));
if (GUILayout.Button(MA_TextureAtlasserProIcons.createAtlasIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true))) if (GUILayout.Button(MA_TextureAtlasserProGuiLoader.createExportSettingsGC, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{ {
MA_TextureAtlasserProCreateExportWindow.InitWindow(curWindow); MA_TextureAtlasserProCreateExportWindow.InitWindow(curWindow);
} }

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@ -34,7 +34,7 @@ namespace MA_TextureAtlasserPro
private void OnEnable() private void OnEnable()
{ {
//Load the icons //Load the icons
MA_TextureAtlasserProIcons.LoadIcons(); //MA_TextureAtlasserProGuiLoader.LoadEditorGui(thisWindow.settings.editorGuiSettings);
} }
private static void GetCurrentWindow() private static void GetCurrentWindow()
@ -59,6 +59,7 @@ namespace MA_TextureAtlasserPro
} }
thisWindow.settings = MA_TextureAtlasserProUtils.LoadSettings(); thisWindow.settings = MA_TextureAtlasserProUtils.LoadSettings();
MA_TextureAtlasserProGuiLoader.LoadEditorGui(thisWindow.settings);
thisWindow.workView = new MA_TextureAtlasserProWorkView(thisWindow, "workView"); thisWindow.workView = new MA_TextureAtlasserProWorkView(thisWindow, "workView");
thisWindow.menuView = new MA_TextureAtlasserProMenuView(thisWindow, "menuView"); thisWindow.menuView = new MA_TextureAtlasserProMenuView(thisWindow, "menuView");
thisWindow.inspectorView = new MA_TextureAtlasserProInspectorView(thisWindow, "inspectorView"); thisWindow.inspectorView = new MA_TextureAtlasserProInspectorView(thisWindow, "inspectorView");

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@ -17,58 +17,69 @@ namespace MA_Mesh
{ {
public static class MA_MeshUtils public static class MA_MeshUtils
{ {
public static string MA_SaveMeshAsset(Mesh mesh, string meshName, string savePath) public static string MA_SaveMeshAsset(Mesh mesh, string savePath)
{ {
Mesh newMesh = mesh; if (string.IsNullOrEmpty(mesh.name))
if(meshName == "")
{ {
newMesh.name = mesh.name; mesh.name = UnityEngine.Random.Range(11111, 99999).ToString();
}
else
{
newMesh.name = meshName;
} }
string assetPath = savePath + newMesh.name + ".asset"; string assetPath = savePath + mesh.name + ".asset";
AssetDatabase.CreateAsset(newMesh, assetPath); AssetDatabase.CreateAsset(mesh, assetPath);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
return assetPath; return assetPath;
} }
public static string MA_SaveMeshPrefab(Mesh mesh, string meshName, string savePath, string material) public static string MA_SaveMeshPrefab(Mesh mesh, string prefabName, string savePath, string materialPath)
{ {
string assetPath = ""; string assetPath = null;
if (meshName == "") string meshAssetPath = MA_SaveMeshAsset(mesh, savePath);
{ Mesh meshAsset = AssetDatabase.LoadAssetAtPath<Mesh>(meshAssetPath);
meshName = mesh.name;
}
string meshPath = MA_SaveMeshAsset(mesh, meshName, savePath); if (meshAsset != null)
Mesh curMesh = AssetDatabase.LoadAssetAtPath<Mesh>(meshPath);
if (curMesh != null)
{ {
GameObject gameObject = new GameObject GameObject gameObject = new GameObject
{ {
name = meshName name = prefabName
}; };
gameObject.AddComponent<MeshFilter>().mesh = curMesh; gameObject.AddComponent<MeshFilter>().mesh = meshAsset;
gameObject.AddComponent<MeshRenderer>(); gameObject.AddComponent<MeshRenderer>();
Material curMaterial = AssetDatabase.LoadAssetAtPath<Material>(material); Material curMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
if (curMaterial != null) if (curMaterial != null)
{ {
gameObject.GetComponent<MeshRenderer>().material = curMaterial; gameObject.GetComponent<MeshRenderer>().material = curMaterial;
} }
assetPath = savePath + meshName + ".prefab"; if (string.IsNullOrEmpty(prefabName))
{
prefabName = UnityEngine.Random.Range(11111, 99999).ToString();
}
assetPath = savePath + prefabName + ".prefab";
#if UNITY_2018_3_OR_NEWER
PrefabUtility.SaveAsPrefabAsset(gameObject, assetPath); PrefabUtility.SaveAsPrefabAsset(gameObject, assetPath);
#else
GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (go != null)
{
PrefabUtility.ReplacePrefab(gameObject, go, ReplacePrefabOptions.ReplaceNameBased);
}
else
{
PrefabUtility.CreatePrefab(assetPath, gameObject, ReplacePrefabOptions.ReplaceNameBased);
}
#endif
UnityEngine.GameObject.DestroyImmediate(gameObject); UnityEngine.GameObject.DestroyImmediate(gameObject);
} }

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@ -41,7 +41,7 @@ namespace MA_Texture
RenderTexture.active = tmp; RenderTexture.active = tmp;
// Create a new readable Texture2D to copy the pixels to it // Create a new readable Texture2D to copy the pixels to it
Texture2D myTexture2D = new Texture2D(texture.width, texture.width); Texture2D myTexture2D = new Texture2D(texture.width, texture.height);
// Copy the pixels from the RenderTexture to the new Texture // Copy the pixels from the RenderTexture to the new Texture
myTexture2D.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0); myTexture2D.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0);
@ -161,17 +161,20 @@ namespace MA_Texture
{ {
Color[] newColors = new Color[newWidth * newHeight]; Color[] newColors = new Color[newWidth * newHeight];
float ratioX = ((float)curWidth) / newWidth; float ratioX = 1.0f / ((float)newWidth / (curWidth - 1));
float ratioY = ((float)curHeight) / newHeight; float ratioY = 1.0f / ((float)newHeight / (curHeight - 1));
for (int y = 0; y < newHeight; y++) for (int y = 0; y < newHeight; y++)
{ {
var thisY = Mathf.RoundToInt((ratioY * y) * curWidth); int yFloor = Mathf.FloorToInt(y * ratioY);
var y1 = (yFloor + 1) * curWidth;
var yw = y * newWidth; var yw = y * newWidth;
for (int x = 0; x < newWidth; x++) for (int x = 0; x < newWidth; x++)
{ {
newColors[yw + x] = curColors[Mathf.RoundToInt(thisY + ratioX * x)]; int xFloor = Mathf.FloorToInt(x * ratioX);
newColors[yw + x] = curColors[Mathf.RoundToInt(y1 + xFloor)];
} }
} }

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@ -1,7 +1,11 @@
{ {
"dependencies": { "dependencies": {
"com.unity.package-manager-ui": "2.1.2", "com.unity.2d.sprite": "1.0.0",
"com.unity.ext.nunit": "1.0.0",
"com.unity.test-framework": "1.1.9",
"com.unity.ugui": "1.0.0",
"com.unity.modules.ai": "1.0.0", "com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0", "com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0", "com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0", "com.unity.modules.audio": "1.0.0",

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@ -3,7 +3,7 @@
--- !u!159 &1 --- !u!159 &1
EditorSettings: EditorSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 7 serializedVersion: 9
m_ExternalVersionControlSupport: Hidden Meta Files m_ExternalVersionControlSupport: Hidden Meta Files
m_SerializationMode: 2 m_SerializationMode: 2
m_LineEndingsForNewScripts: 2 m_LineEndingsForNewScripts: 2
@ -16,10 +16,20 @@ EditorSettings:
m_EtcTextureFastCompressor: 1 m_EtcTextureFastCompressor: 1
m_EtcTextureNormalCompressor: 2 m_EtcTextureNormalCompressor: 2
m_EtcTextureBestCompressor: 4 m_EtcTextureBestCompressor: 4
m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref
m_ProjectGenerationRootNamespace: m_ProjectGenerationRootNamespace:
m_CollabEditorSettings: m_CollabEditorSettings:
inProgressEnabled: 1 inProgressEnabled: 1
m_EnableTextureStreamingInEditMode: 1 m_EnableTextureStreamingInEditMode: 1
m_EnableTextureStreamingInPlayMode: 1 m_EnableTextureStreamingInPlayMode: 1
m_AsyncShaderCompilation: 1 m_AsyncShaderCompilation: 1
m_EnterPlayModeOptionsEnabled: 0
m_EnterPlayModeOptions: 3
m_ShowLightmapResolutionOverlay: 1
m_UseLegacyProbeSampleCount: 1
m_AssetPipelineMode: 1
m_CacheServerMode: 0
m_CacheServerEndpoint:
m_CacheServerNamespacePrefix: default
m_CacheServerEnableDownload: 1
m_CacheServerEnableUpload: 1

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@ -1,2 +1,2 @@
m_EditorVersion: 2019.1.10f1 m_EditorVersion: 2019.3.0f6
m_EditorVersionWithRevision: 2019.1.10f1 (f007ed779b7a) m_EditorVersionWithRevision: 2019.3.0f6 (27ab2135bccf)

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@ -1,21 +1,28 @@
# MA_TextureAtlasser
Texture atlas creator for Unity
[![Image](https://maxartz15.com/wp-content/uploads/2019/04/MA_TextureAtlas.png)]() [![Image](https://maxartz15.com/wp-content/uploads/2019/04/MA_TextureAtlas.png)]()
You can combine textures and/or remap the UVs for the 3D models. # MA_TextureAtlasser
By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority. The tool can also be used to make 2D sprite sheets. Texture atlas creator tool for Unity. <br> This tool is made to combine textures and/or remap the UVs for 3D models. The tool can also be used to make 2D sprite sheets. The visual editor gives you the ability to set and prioritize the sizes and positions in the texture atlas/sprite sheet.
- Combine textures/sprites. - Combine textures/sprites.
- Automatically adjusts the UV's of the assigned meshes to match the new texture atlas. - Automatically adjusts the UV's of the assigned meshes to match the new texture atlas.
- Exports meshes as OBJ.
- Exports texture atlas as PNG.
- Exports texture atlas as a (sliced) sprite sheet.
[Example video](https://youtu.be/PBRKlopkZP0)
Download the UnityPackage here: https://github.com/maxartz15/MA_TextureAtlasser/releases
### Download unitypackage
https://github.com/maxartz15/MA_TextureAtlasser/releases <br>
[![Github All Releases](https://img.shields.io/github/downloads/maxartz15/MA_TextureAtlasser/total.svg)]() [![Github All Releases](https://img.shields.io/github/downloads/maxartz15/MA_TextureAtlasser/total.svg)]()
For more information: https://maxartz15.com/ma-textureatlasser/ ### Tested Unity versions
[![Image](https://img.shields.io/badge/Unity-2017.4-green)]() [![Image](https://img.shields.io/badge/Unity-2018.4-green)]() [![Image](https://img.shields.io/badge/Unity-2019.3-green)]()
## Export options
### Meshes
- UnityMesh (with prefab setup)
- OBJ
- Replace orginal (this will replace the orginal model, make sure to backup before doing this!)
### Textures
- PNG
- PNG (sliced) sprite sheet
### Materials
- Material (with assigned textures and selected shader)
## Resources
[Youtube video](https://youtu.be/PBRKlopkZP0) <br>
[Website](https://maxartz15.com/ma-textureatlasser/)