We are currently building a customizer. All our characters possible eyes are inside the same texture atlas. This allows us to create sprites and display them in the ui. We then take the texture from the texture atlas in code and pass it to the material of our characters eyes-meshInstance. This way we can use a shader to only render the correct pair of eyes.
But since our asset is a texture atlas and not a texture, I can’t link it to the material in the editor. If I would upload the texture without creating an atlas, I would be missing the possibilities to create sprites. So I was wondering if there was a smart way of having the benefits of both a texture and a texture atlas without uploading the same asset twice?
Yeah, thats what we are currently doing. I was just wondering if there was a different solution for that, since its nice to be able to set up the material in the editor instead of in a script