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Is there a way to exclude original sprites in spritepacker that's in asset bundle?
I use spritepacker with assetbundle. It's working great. Its memory assumption is about just 8 MB. However, when I looked at the space that asset took on android phone, it took about 25MB. Which is 4 times from 8 MB. If I sum up all original sprites that have been used to create the atlas in spritepacker, they will be about 25MB as they are. Is there a way to exclude original sprites out of the bundle? It waste too much space in the device. I think only output atlas that generate from sprite would be enough to pack within the bundle.
Answer by paiboonpa · Mar 28, 2015 at 03:17 PM
The solution is put the BuildAssetBundleOptions.CompleteAssets out and add only sprite into the bundle via the bundle generate code. Selecting the image file without BuildAssetBundleOptions.CompleteAssets alone will not help.
Answer by mode13h · Mar 28, 2015 at 01:11 AM
I am guessing that you are using BuildAssetBundleOptions.CompleteAssets, if you get rid of that flag it will no longer include the individual sprites.