Perhaps one of the most popular programs for animation today is Adobe Flash. The program definitely deserves its popularity. The latest version has the ability to export texture atlases.

In this lesson we will export atlas texture of Adobe Flash and use of this atlas component Texture sequence.

 

We have an animation made ​​in the program Adobe Flash Professional.

To be exported, you need to right-click on the clip with the animation in the library and select «Generate Sprite Sheet».

In the window that appears, check that paragraph «Data format» setting is «Starling» and click Export.

The result of exports will be two files: PNG and XML.

PNG - is itself an atlas.

XML - is a markup file that indicates where each frame is.

Adding Texture sequence asset.

Add the contents to the Unity-project.

In the Import Settings, select the item satin «Advanced» and put a check «Read / Write Enabled», and clicks Apply. In the Max Size specifies the new size of the image after import. Its value can be anything, and different from the original file size. At the component is not affected.

Create a new object «GUITexture» and add component to it «Texture sequence».

After adding the component «Texture sequence» automatically determine where to display the image and choose as a target.

The component has a great opportunity, but now we are interested in working with a atlas texture. To do this in the «Texture» select «Atlas».

In the «Atlas» add texture atlas, and in the «Settings (XML)» add a markup file.

In the «Original image size» specify the original size of the image. This is necessary because all the markings listed in the file to the original file, and Unity after import can change the image size.

Configure the little «GUITexture», so that the image on the screen was the right size.

That's all. Go to the play mode. Next component will do everything himself.