Texture Packer has a command line tool, which means that you can run it as a shell script in Automator. This means that you can get sprites from the Automator and automatically build spritesheets using them. Why would I want to do this? Why can’t i just use Texture Packer with all its lovely GUI? Because well for me, I process the sprites first using … Continue reading Texture Packer and Automator
I used to use the free este trial version of A Better Finder Rename 8, as good as it was, the free version only allows me to rename 10 items at a time. So I went to look for other options and found out that Automator can do (well not everything, but enough) what A Better Finder Rename 8 does. I added this sorter in … Continue reading Huh, who knew that you can batch rename files using Automator
According to Unity3D’S manual, when developing for iOS Use iOS native PVRT compression formats. They will not only decrease the size of your textures (resulting in faster load times and smaller memory footprint), but also can dramatically increase your rendering performance! Compressed texture requires only a fraction of memory bandwidth compared to full blown 32bit RGBA textures. You can use Unity’s built in PVRTC compression, … Continue reading Mini Tutorial: How to batch convert image files to PVR (for iPhone app development)?