Hi everyone! Long time lurker, first time poster.
Okay, I've finally come across a problem I can't find a solution for! I am having difficulty figuring out the next step I need to take in order to make use of my sprites...
1. I made a bunch of buttons in photoshop, and arranged them in a grid, allowing 64x64px for each of the icons. The resultant PNG is 256x256px, and contains four rows, four columns.
2. If I use photoshop, I can split them all up into individual PNGS, upload them, and import them into my Atlas just fine. Everything works well, but this isn't the problem.
3. The problem is that I want to keep my Sprite Sheet intact- I don't want to chop it up in photoshop.
a. I drop the Sprite Sheet into Unity.
b. I select it, and in the inspector, choose Sprite, Multiple, and then Edit Sprites.
c. I chop the Sprite Sheet into sixteen pieces and name them.
4. At this point, all of my little chopped up bits become children of the original PNG. There's a little rollout arrow next to the PNG, and when I click on it, it shows me a list of my sliced up sprite, all named properly, but they have little blue boxes around them.
i.e.:
>AllMyButtons <--- original sprite sheet png
menu
home
browser <--- children of the png, chopped in editor.
search
background
5. If I try to select them and create myself a new Atlas... the Atlas only loads the original PNG! It loads the entire sprite sheet, and completely disregards all the chopped up bits.
SO SPECIFICALLY... How do I make the Atlas load those chopped up images, and not the entire sheet? Am I stuck having to chop up all of my sheets in Photoshop? If so, why the heck does it let me chop sprites up in Unity/NGUI? Is there a reason why they have blue boxes and are children of the original Sprite Sheet PNG?
Anyhow, thanks in advance. If there's a link to a solution, you can post that instead of explaining... I just couldn't find it and I've been searching all week, which my boss just *loves.*