FuzzySprites is a plugin for Unity that makes it much easier and more performant when dealing with big textures in 2D. Have your artists ever given you a very big texture that doesn't compress well or does not fit on a reasonable size atlas? FuzzySprites is here to solve this automatically and maintainable.

FuzzySprites uses a process called slicing or dicing. It basically cuts the texture into multiple pieces to optimize atlas packing and compression. It flawlessly reconstructs the pieces when rendering it in the game.


Easy to use

Just drag in a big texture up to 8K and use the automatic settings or fine tune the slicing to your needs. And you are done. FuzzySprites will make sure the texture is performant and looks great.


Works with the Sprite Packer (Legacy) and the newer Sprite Atlas Asset. Fuzzysprites is tested and supported constantly against all major Unity versions.

Advanced optimization

If Fuzzysprites detects rects that have the same color or are identical to other rects it does not duplicate this information on the atlas and thus save space. Imaging a texture with a lot of the same blue color (e.g. a sky background). FuzzySprites will only save the blue color once. If some parts of the texture are transparent they will be ignored as well.

Compression correction

One of the common problems with slicing is the compression artifacts at the edges of the dices. FuzzySprites looks at the connecting edges and corrects the compression so it looks nearly the same as if the texture has been compressed in one piece.


FuzzySprites selects clever defaults based on the texture you want to slice/dice. There are also some presets to spread the texture across 1k atlasses or 2k depending what your game needs are.


Normally the cut sprite is rendererd with a custom mesh rendering component. But you can also use SpriteRenderer components to represent the sliced/diced graphic in case your game does some special processing or shader exclusive to SpriteRenderer's.