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Question by Pablomon · Jan 29, 2019 at 04:56 PM · spritesmemoryspritesheetatlas

Sprite Atlas to save memory

Hi fellow devs.

The game I am currently working on has a ton of sprites and has a many hundreds megabytes build size. Most sprites are on individual files thus wasting lots of memory. I am trying to use the new sprite atlas tool to pack them together in one texture and save memory. So far all I have achieved is duplicating the build size..

Is there a way to tell Unity to only inclusde the atlases in the build and forget about the individual files?

Thanks a lot

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Answer by Pablomon · Feb 08, 2019 at 11:24 AM

OK. So, after doing some more testing I can say that using Unity atlases automatically reduce the build size as expected. Still I think the tool is a bit obscure: I.e. if I pack 10 1024x1024 textures into one atlas the preview Unity gives me of the result atlas only shows 1 or 2 images giving the impression that it did not worked. Moreover it even tells you what is the atlas size in pixels and its file size, in this case it says it is a 2048x2048. Then when I check the build size it seems to have packed the 10 images correctly.

Somebody can explain to me how it works? I think the manual is not very extensive.

Thanks

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Answer by ManuBera · Dec 04, 2021 at 05:30 PM

Hey! Maybe you only saw the preview of the first atlas page? I think you can click on some arrow there to skip through them if I remember correctly.

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