Hello!
Thank you for reporting this issue to us.
I had a look at the report, and what you are seeing is expected behaviour. When we generate the texture inside of Unity, we add two things:
- A 4 pixel padding between every item. This is to prevent pixel bleeding between Sprites.
- Size the texture up to a power of two size (rounding upwards). This is to account for lower end hardware, which require all textures to be in a power of two format.
Since the result is expected, we will close this bug as “Won’t fix“. However, I have also logged your feedback in our Aseprite Importer backlog, so that we can consider it in future package versions.
Thanks again for reporting the issue, and do let us know if you have any future issues or suggestions on how we can improve the Unity editor and runtime.
Happy developing!
Kind regards,
Ted Wikman
Senior Software Engineer, Gameplay
Unity Technologies