public void OnGroupAtlases(BuildTarget target, UnityEditor.Sprites.PackerJob job, int[] textureImporterInstanceIDs) { List <Entry> entries = new List <Entry>(); foreach (int instanceID in textureImporterInstanceIDs) { TextureImporter ti = EditorUtility.InstanceIDToObject(instanceID) as TextureImporter; TextureFormat desiredFormat; ColorSpace colorSpace; int compressionQuality; ti.ReadTextureImportInstructions(target, out desiredFormat, out colorSpace, out compressionQuality); TextureImporterSettings tis = new TextureImporterSettings(); ti.ReadTextureSettings(tis); Sprite[] sprites = AssetDatabase.LoadAllAssetRepresentationsAtPath(ti.assetPath) .Select(x => x as Sprite) .Where(x => x != null) .ToArray(); foreach (Sprite sprite in sprites) { Entry entry = new Entry(); entry.sprite = sprite; entry.settings.format = desiredFormat; entry.settings.colorSpace = colorSpace; // Use Compression Quality for Grouping later only for Compressed Formats. Otherwise leave it Empty. entry.settings.compressionQuality = IsCompressedFormat(desiredFormat) ? compressionQuality : 0; entry.settings.filterMode = Enum.IsDefined(typeof(FilterMode), ti.filterMode) ? ti.filterMode : FilterMode.Bilinear; entry.settings.maxWidth = 2048; entry.settings.maxHeight = 2048; entry.settings.generateMipMaps = ti.mipmapEnabled; entry.settings.enableRotation = AllowRotationFlipping; if (ti.mipmapEnabled) { entry.settings.paddingPower = kDefaultPaddingPower; } else { entry.settings.paddingPower = (uint)EditorSettings.spritePackerPaddingPower; } #if ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION entry.settings.allowsAlphaSplitting = ti.GetAllowsAlphaSplitting(); #endif //ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION entry.atlasName = ParseAtlasName(ti.spritePackingTag); entry.packingMode = GetPackingMode(ti.spritePackingTag, tis.spriteMeshType); entry.anisoLevel = ti.anisoLevel; entries.Add(entry); } Resources.UnloadAsset(ti); } // First split sprites into groups based on atlas name var atlasGroups = from e in entries group e by e.atlasName; foreach (var atlasGroup in atlasGroups) { int page = 0; // Then split those groups into smaller groups based on texture settings var settingsGroups = from t in atlasGroup group t by t.settings; foreach (var settingsGroup in settingsGroups) { string atlasName = atlasGroup.Key; if (settingsGroups.Count() > 1) { atlasName += string.Format(" (Group {0})", page); } UnityEditor.Sprites.AtlasSettings settings = settingsGroup.Key; settings.anisoLevel = 1; // Use the highest aniso level from all entries in this atlas if (settings.generateMipMaps) { foreach (Entry entry in settingsGroup) { if (entry.anisoLevel > settings.anisoLevel) { settings.anisoLevel = entry.anisoLevel; } } } job.AddAtlas(atlasName, settings); foreach (Entry entry in settingsGroup) { job.AssignToAtlas(atlasName, entry.sprite, entry.packingMode, SpritePackingRotation.None); } ++page; } } }