How does texture atlas actually work?
I'm using Unity 2018.1.4,
There are something that I don't understand.
In Edit/Project Setting/Editor, there is an option for Sprite Packer Mode, by default it's "Always Enabled". Does that mean Unity will pack all my textures into atlas by default? I guess it's not (because it doesn't make sense), so what does this option do?
I do an experiment with 115 textures. I create a Sprite Atlas, and add all of my textures to that atlas. Edit my sprite script to use atlas, so no reference to the sprite data, just atlas being used. Not to mention Sprite Packer Mode is enabled by default. I build game, to my surprise the game size increased by ~10MB. Is the sprite packer/atlas supposed to be an optimization? Why increase game size?
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