Save the authoring recipe#
Save stores ManualSliceData. New starts a blank configuration, and Apply to selection assigns saved data to a selected scene SpriteRenderer.
The asset keeps its source and optional default Material Profile together with the authored data.
| Data group | Purpose |
|---|---|
| Limits | Bounds for manual geometry generation. |
| Cuts / Operations | Stored authoring data; the editor supports straight and polygon-region operations. |
| Overrides | Fragment display names and deletion choices. |
| Generated Fragments | The generated fragment geometry and metadata. |
Bound manual generation#
Example manual authoring limits from the supplied asset Inspector.
Review maximum fragments, vertices, cuts and depth alongside minimum area and dimensions. These limits control manual generation. ManualSliceData.MaximumCuts is an authored-operation limit; it is separate from Runtime Slice cut policies.
Inspect saved operations and results#
Cuts and Operations are separate stored groups. An empty Cuts list alone does not mean this asset has no authored operations.
The supplied generated-data capture shows the geometry behind a logical fragment. A logical fragment can contain more than one mesh/collider piece.
Use Generate / Regenerate in the editor to deterministically rebuild from the source and operations. Inspect status and count before saving; the generated asset Inspector is a reference for the stored result.
Choose the preview for the question#
| Preview | Inspect |
|---|---|
| Original | The source artwork. |
| CutLines | Authored cut placement. |
| Fragments | Generated regions and logical pieces. |
| Colliders | Collision paths against the artwork. |
Preview geometry and exported images serve different purposes. Continue with PNG and prefab export when the layout is ready to reuse.