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* Introduction
Managing sprites in large projects is a headache, as artists have to iterate images a lot to make them better, cool and according to demand. While developers have to integrate those images and to show the feel of those images in the game.
* Purpose
In big Unity projects, artists have to modify images frequently to make it better, and developers have to reflect that change, as the old reference becomes Missing (if the name of the updated sprite is not the same)
* Features
- Easily make reskin of your game, if the game is made using UI Sprite Manager
- Promotes the use of spritesheet/atlas
- Gives full use of spritesheet and packaging tag
- Decrease the size of your game using spritesheet
- Place images anywhere in Assets/, as if the images are placed in Assets/Resources packaging tag don't work
- Still you can change the sprite on runtime with ImageExtension public methods
- Easy to use, Plug n play
- Open Source code without any DLL
- Done by using asset file and extending Image component
* Usage
- Import plugin
- Add enum against your sprite in SpriteEnum.cs
- Add respective sprite in SpriteManager.prefab
- Now, just add component ImageExtension.cs instead of Image in Unity UI and use it as simply extended component of Image
* Remember
- Just drag SpriteManager.prefab in the first scene and it will persist
Thanks for your support!
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