#PSD Importer Inspector properties
The PSD Importer is available after you import a .psb file into your Project. Select the .psb Asset file and set its **Texture Type** to [Sprite (2D and UI)](https://docs.unity3d.com/Manual/TextureTypes.html#Sprite). The PSD Importer properties are split between two main tabs, with the following properties available.
![](images/psdimporter-properties-22.2.png)
PSD Importer Inspector properties
##Settings tab
The Settings tab allows you to customize how the PSD Importer imports a file. The settings are categorized into individual section fold-outs.
###General
![](images/psdimporter-properties-22.2-general.png)
Property | Description | |
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Texture Type | Select Sprite (2D and UI) to import the Texture as a Sprite. The is required to begin using the imported Texture with the 2D Animation package. | |
Sprite Mode | Use this property to specify how Unity extracts the Sprite graphic from the image. This property is set to Multiple by default. | |
Single | Select this option to have Unity treat the imported Texture as a single Sprite Asset without multiple individual parts. This is ideal for characters which are drawn on a single layer in the source file instead of being split onto multiple layers. | |
Multiple | This is the default option. Select this option to have Unity create a Sprite for each layer in the source file. This is ideal for complex artwork which has different parts split between multiple layers in the source file, and prepares the imported Textures for animation with the 2D Animation package. | |
Pixels Per Unit | Sets the number of pixels that equal to one Unity unit. | |
Mesh Type | Sets the Mesh type that Unity generates for the Sprite. This is set to Tight by default. | |
Full Rect | Unity maps the Sprite onto a rectangular Mesh. | |
Tight | Unity generates a Mesh based on the outline of the Sprite. If the Sprite is smaller than 32 x 32 pixels, Unity always maps it onto a Full Rect quad Mesh, even if you select Tight. | |
Extrude Edges | Use the slider to determine how much to extend the Mesh from the edge of the Sprite. | |
Generate Physics Shape | Enable this option to generate a default [Physics Shape](https://docs.unity3d.com/2017.4/Documentation/Manual/SpritePhysicsShapeEditor.html) from the outline of the Sprite, if a [Custom Physics Shape](https://docs.unity3d.com/Manual/CustomPhysicsShape.html) has not be defined | |
Automatic Reslice | This is available only when the Import Mode is set to Individual Sprites (Mosaic). Enable this setting to regenerate the Sprite from the imported layers and clear any changes you have made to the Sprite and its metadata. |
Property | Description | |
---|---|---|
Include Hidden Layers | Enable this property to include the hidden layers of the .psb file in the import. This produces the same import result as making all layers visible in the source file unhiding all layers in the source file before you importing it into Unity. Clear this option if you want to only import the visible layers in the .psb file. | |
Keep Duplicate Name | Enable this setting to make the PSD Importer generate Sprites from the source files with the exact same name as their source layers, even when there are multiple layers with the same name. | |
Use Layer Group | This setting is only available when you enable Character Rig. Enable this setting to make the importer generate a Prefab that follows the layer and grouping hierarchy of the imported .psb. file. | |
Layer Mapping | Select this option to use the internal ID provided by the .psb file to map between the .psb file’s layer and the generated Sprite. | |
Use Layer ID | Select this to only import the visible layers in the .psb file. | Use Layer Name | Select this option to use the name of the layer in the .psb file to map between the .psb file’s layer and the generated Sprite. Note that for this option to work correctly, each layer's name needs to be unique. Duplicated names might cause layers to be mapped to the wrong Sprite. |
Use Layer Name (Case Sensitive) | Select this option to use the name of the layer (with case sensitivity) in the .psb file to map between the .psb file’s layer and the generated Sprite. Note that for this option to work correctly, each layer's name needs to be unique. Duplicated names might cause layers to be mapped to the wrong Sprite. | |
Import Mode | Use this property to specify how the layers from the source file are imported. This property is set Individual Sprites (Mosaic) by default. | |
Individual Sprites (Mosaic) | Select this option to have the PSD Importer generate individual Sprites from the individual layers of the source file, and combines them into a single Texture in a Sprite sheet layout. | |
Merged | Select this to have the PSD Importer generate a Texture with all layers merged. | |
Mosaic Padding | Settings to control the padding space between each layer in the texture when Import Mode is set to Individual Sprites (Mosaic). | |
Sprite Padding | Settings to increase the size of each Sprite's rect in the texture when Import Mode is set to Individual Sprites (Mosaic). |
Property | Description | |
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Use as Rig | Enable this property to have the PSD Importer generate a Prefab based on the imported source file. The PSD Importer generates Sprites from the imported layers of the source file, and the Sprites’ hierarchy and positions are based on their layer hierarchy and their positions in the source file. | |
Main Skeleton | This is only available when Use as Rig is enabled. Assign the Skeleton Asset that this character Prefab’s bone hierarchy will reference. If no Skeleton Asset is assigned, the importer will automatically generate a Skeleton Asset as a sub-Asset of this character. The Skeleton Asset contains the bone hierarchy of the Asset that was defined in the 2D Animation package's Skinning Editor (refer to Skeleton Sharing for more information). |
|
Pivot | This is only available when Use as Rig is enabled. Select the pivot point of the Sprite. | |
Custom | Define the X and Y coordinates of a custom Pivot location. | |
(All location choices) | Select the location where you want to place the pivot on the Sprite from the dropdown menu. |