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Votes
2
Found in [Package]
1.0.0
Issue ID
DANB-1156
Regression
No
Texture Importer copies slice names from source sprite when using a custom preset
How to reproduce:
1. Open the project “IN-114449_SpriteIssue”
2. In the Project tab, select the SPRITE_A asset
3. Slice the SPRITE_A asset (in the Inspector, click “Open Sprite Editor” → Slice → Slice → Apply)
4. Create a new Texture Importer Preset of the SPRITE_A (select SPRITE_A → in the Inspector → top right corner, just above “Open” click the middle icon → click “Create New Texture Importer Preset…”)
5. Apply the newly created preset to SPRITE_B (Select SPRITE_B → in the Inspector, top right corner, just above “Open” click the middle icon → double click the newly created preset → in the Inspector click “Apply”)
6. Observe SPRITE_B in the Project tab
Expected result: The slice of SPRITE_B is named “SPRITE_B_0”
Actual result: The slice of SPRITE_B is named “SPRITE_A_0”
Reproducible with: 1.0.0 (2023.1.0a1, 6000.0.57f1, 6000.2.5f1, 6000.3.0b1)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Note: Make sure the Sprite Mode is set to “Multiple” as otherwise the Slice option will not be available, this option can be found in the Inspector after selecting the sprite asset
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JVimes
Nov 18, 2025 15:16
Not just slices, but also sprite name and ID shouldn't be imported as well.
pzoghbi
Nov 07, 2025 17:04
engineer replied: "it's by design"
sure, but it's terrible design. who would want to import a sprite and name all slices the same as the first sprite in the importer?
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