

Think of each unique Scene file as a unique level. Use it to display images as Sprites for use in both 2D and 3D scenes A Scene contains the environments and menus of your game. More info See in Glossary used with 3D objects A 3D GameObject such as a cube, terrain or ragdoll. Sprites are rendered with a Sprite Renderer component rather than the Mesh Renderer A mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component.

You could use this, for example, to keep the arms, legs and body of a character as separate elements within one image. The Sprite Editor lets you extract sprite graphics from a larger image and edit a number of component images within a single texture in your image editor. Use the Sprite Creator to create placeholder sprites in your project, so you can carry on with development without having to source or wait for graphics. See Importing and Setting up Sprites below for information on setting up assets as Sprites in your Unity project. Unity provides a Sprite Packer utility to automate the process of generating atlases from the individual sprite textures. More info See in Glossary and a Sprite Packer A facility that packs graphics from several sprite textures tightly together within a single texture known as an atlas. Unity provides a placeholder Sprite Creator, a built-in Sprite Editor, a Sprite Renderer A component that lets you display images as Sprites for use in both 2D and 3D scenes.

If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development.
