There is PackTextures method in Texture2D class, but since it makes your atlas square you can't make a line of sprites, so there is another way to do it by reading pixels of images and setting them to new image,it's really expensive to do in runtime but gives you the result.
// Your textures to combine
// !! After importing as sprite change to advance mode and enable read and write property !!
public Sprite[] textures;
public Texture2D atlas; // Just to see on editor nothing to add from editor
public Material testMaterial;
public SpriteRenderer testSpriteRenderer;
int textureWidthCounter = 0;
int width,height;
private void Start () {
width = 0;
height = 0;
foreach(var t in textures) {
width += t.texture.width;
if (t.texture.height > height)
height = t.texture.height;
}
atlas = new Texture2D(width,height, TextureFormat.RGBA32,false);
for (int i = 0; i < textures.Length; i++)
{
int y = 0;
while (y < atlas.height) {
int x = 0;
while (x < textures[i].texture.width ) {
if (y < textures[i].texture.height)
atlas.SetPixel(x + textureWidthCounter, y, textures[i].texture.GetPixel(x, y)); // Fill your texture
else atlas.SetPixel(x + textureWidthCounter, y,new Color(0f,0f,0f,0f)); // Add transparency
x++;
}
y++;
}
atlas.Apply();
textureWidthCounter += textures[i].texture.width;
}
// For normal renderers
if (testMaterial != null)
testMaterial.mainTexture = atlas;
// for sprite renderer just make a sprite from texture
var s = Sprite.Create(atlas, new Rect(0f, 0f, atlas.width, atlas.height), new Vector2(0.5f, 0.5f));
testSpriteRenderer.sprite = s;
// add your polygon collider
testSpriteRenderer.gameObject.AddComponent<PolygonCollider2D>();
}