In a nutshell, having all your textures at power of 2 dimensions is more optimal for the GPU. You can disable this (for example if you wanted to use the images for something else, e.g using it in a generated DOM).
If you want to turn it off, you can go into Editor settings and flip the flag:
I do recommend keeping with power or two and if you are using this for sprites, using a sprite sheet (s).
One more question. I realized that my textures overlap regardless of how far it is in the editor.
Basically if something is far behind another object it would still render infront of it.
In other engines this is usually controlled via Z order or which object is in front of another. Usually this is helpful in 2d game engines since you don’t really have the z depth, but in PC you do, so it’s odd that it doesn’t work as it should intuitively. Any solutions to this? Also where are the original devs at, noticed they have been a bit silent, are they working on something?