Paper2D - Import
New Asset Settings
Section | Description |
---|---|
Pick Best Material when Creating Sprites | Defines whether the source texture should be scanned when creating new sprites to determine the appropriate material. If disabled, the Default Masked Material is always used. |
Pick Best Material when Creating Tile Maps | Defines whether the source texture should be scanned when creating new tile maps (from a tile set or through importing) to determine the appropriate material. If disabled, the Default Masked Material is always used. |
Analysis Can Use Opaque | Defines whether opaque materials can be applied as part of the "best material" analysis. |
Default Pixels Per Unreal Unit | The default scaling factor between pixels and Unreal Units (cm) to use for newly created sprite Assets (for example, 0.64 makes a 64 pixel wide sprite take up 100 cm). |
Import Settings
Section | Description |
---|---|
Normal Map Texture Suffixes | A list of default suffixes to use when looking for associated normal maps while importing sprites or creating sprites from textures. |
Base Map Texture Suffixes | The default suffix to remove (if present) from a texture name before looking for an associated normal map using NormalMapTextureSuffixes . |
Default Sprite Texture Group | The default texture group for imported sprite textures, tile sheets, and so on. This option is typically set to UI for modern-style 2D assets, or 2D pixels for retro-style 2D assets. |
Override Texture Compression | Defines whether the texture compression settings should be overridden on imported sprite textures, tile sheets, and so on. |
Default Sprite Texture Compression | Compression settings to use when building the texture. The default texture group for imported sprite textures, tile sheets, and so on. This option is typically set to UI for modern-style 2D assets, or 2D pixels for retro-style 2D assets. You can choose from the following options:
|
Material Settings
Section | Description |
---|---|
Unlit Default Masked Material | The unlit default masked material for newly created sprites. "Masked" means binary opacity: things are either opaque or see-through, with nothing in-between. |
Unlit Default Translucent Material | The unlit default translucent material for newly created sprites. "Translucent" means smooth opacity, which can vary continuously bewteen 0 and 1, but translucent rendering is more performance-intensive than opaque or masked rendering and has different sorting rules. |
Unlit Default Opaque Sprite Material | The unlit default opaque material for newly created sprites. |
Lit Default Masked Material | The lit default masked material for newly created sprites. "Masked" means binary opacity: things are either opaque or see-through, with nothing in-between. |
Lit Default Translucent Material Name | The lit default translucent material for newly created sprites. "Translucent" means smooth opacity, which can vary continuously bewteen 0 and 1, but translucent rendering is more performance-intensive than opaque or masked rendering and has different sorting rules. |
Lit Default Opaque Material | The lit default opaque material for newly created sprites. |