The avatar creation tool for everybody: create and express yourself in your very own avatar.
Create your own metaverse on a web browser, using the development solution created by HIKKY.
The single account for all Vket services.

You must create a Vket Account to apply for an exhibition, submit your creation, or host your events in Vket. Sign up can be done easily by linking your service accounts!

"Texture atlas tool complete inside Unity" is sold by Mr. Mitamura on Booth.
This is a tool for generating texture atlas. This webpage explains how to combine materials using texture atlas. The following information is for Unity 2022.3.6f1 (as of May 8, 2024).
"Texture atlas tool complete inside Unity" (NOT FREE)
Texture atlas tool complete inside Unity
The tool to make texture atlas is "アトラス化する奴(ver.2.5.1)" ("Atlas tool(ver.2.5.1)"). Below explains how to use it based on ver.2.4.0.
Duplicate your GameObject first before Atlasing. You can either use the duplicated object or use the original object for the following process.
You can also choose not to make any backups, though not recommendable.
The Hierarchy looks like this. BoothWall is the original object and BoothWall (1) is the duplicated one.

Open the tool and followGameObject tab -> Naya_Tools -> Utility -> atlas tool

You will see the below window.

Name the output texture file appropriately and specify the object duplicated in step A-1 as the object to process. You don't need to specify the base texture initially.

Adjust the value of Number of divisions x and y axis. It is good to use with Choose the size one by one. The screen below is the result after textures lined up.


The texture that has the same pull-down numbers on the left side will be output as the same submesh. Therefore, set the same number for each texture that you plan to use as the same material.


In this procedure example, we have set 0 for opaque and 1 for translucent material.
Also, if no texture is applied to the material (e.g., only the material color is applied), a single color of the material color may be placed.
Click the "Add" button and the tool will process the image according to the settings. The process takes about 10 seconds.
Texture is output to Assets / Naya_Tools / Utility / atlas.
Mesh file is output to Assets / Naya_Tools / Utility / Meshs

These generated files are needed for submission. Move them to your submission folder. The processed GameObject's Mesh property is changed to the generated mesh file.

The value of Materials is not changed by the tool. The material and mesh don't match after processing because the mesh files are organized as specified in step A-5.

Change the size and set the material again. Better to duplicate the original material and set the atlas material.

Specify the atlas texture for the material after making an atlas. The UVs on the mesh are already converted, so once you specify the atlas texture it should match the UVs on the mesh and the texture, and it should look correct.

That's all!