Using Texture Atlases
To reduce draw calls, you can add individual textures to a texture atlas and then add one or more texture atlases to a UI canvas.
Characteristics
UI canvases and texture atlases have the following characteristics:
- Each UI canvas contains a list of texture atlases to be loaded.
- Texture atlases are loaded when the UI canvas loads. They’re unloaded when the UI canvas unloads.
- If multiple UI canvases load the same texture atlas, the texture atlas is loaded only once.
- UI elements that render textures preferentially use textures from a loaded texture atlas, if available.
- The texture atlas is only unloaded when all UI canvases that loaded it are unloaded.
Advantages
The principle advantages of texture atlases are the following:
- Draw calls are significantly reduced.
- Enhanced compression. Although source textures whose dimensions aren’t multiples of four aren’t compressed, texture atlases are always compressed.
- Forced preloading of texture groups. When the canvas loads, it also loads its texture atlases.
Creating a texture atlas
Creating a Texture Atlas
Adding Texture Atlases to Canvas
Adding Texture Atlases to a UI Canvas
Using Texture Atlases to Reduce UI Draw Calls
Using Texture Atlases to Reduce UI Draw Calls