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How do I define the image format of a Texture Atlas in Sprite Kit?

For example, I want to set RGBA4444 or RGB565 as the output format to reduce memory usage. (Like in TexturePacker.)

Thanks in advance for your help!

1 Answers1

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In your project build settings you can find Output Texture Atlas Format.

Step by step:

  1. In the Editor area, select your project and click Build Settings.
  2. Type Sprite in the search field, and press Return.
  3. Just set it to desired format:

Build settings for texture atlas format

Dobroćudni Tapir
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  • Is there a way to set dithering as well? (Like in TexturePacker.) See this post: http://www.learn-cocos2d.com/2012/11/optimize-memory-usage-bundle-size-cocos2d-app/ – rizzes Nov 06 '14 at 23:30
  • This seems to be outdated, unfortunately. Do you have any advice about how to achieve this in a *current* version of Xcode? – West1 Jul 17 '21 at 10:02