A texture atlas is an image that contains many textures. It’s used to reduce the duration of the rendering process in a 3D game by reducing the number of draw calls. All objects that use the same Texture Atlas generate a single draw call. Especially for the UI textures, the use of a Texture Atlas is a must-have to improve the performance of your project.
There are different ways to create an Atlas. A complete development environment usually allows the internal management of the Atlas; there are also many external tools that provide a lot of additional options. Here are two ways to create an Atlas:
1) Sprite Packer, internal to Unity: To open Sprite Packer, choose from the menu Window > Sprite Packer. The management is really easy: the button Pack is used to create one or more Atlases (it depends on the number of your images and on the Atlas dimension that you want to use). Now you can select an image to see where it is in the Atlas. If you add or remove images from your project, you must use the button Repack, to update the Atlas.
2) Texture Packer (a standalone tool, for a fee): You can add one or more folders from your project and Texture Packer will create the Atlas. After that, you can choose the data format for the export. As you can see, there is also the option “JSON for Unity”. This means that you can export your Atlas for your Unity project. But, in order to use them together, you must install a free editor extension from the asset store.
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