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Question by MAttila · Oct 24, 2016 at 11:45 AM · buildsizeatlassprite packeroptimizing

Build includes sprite packer atlas and its original textures

I use Unity's Sprite Packer, it's working great. However, when I looked at the build report (in the Editor.log) it turns out that the build often includes the generated atlas texture and its original textures too. It wastes too much space. I checked the size of the unzipped APK and the build report was correct. I tried several configurations (adding and removing textures) but I could not find any regularities.

Some observations: - I could reproduce this only if I use 25+ textures in an atlas with variable sizes. - Texture compression settings did not matter. Packer policy could modify the result but did not solve the problem.

Has anybody had similar experience? I can upload my test project if necessary.

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Answer by DarkPlan · Nov 17, 2016 at 01:49 PM

I've seen this behaviour as well. I'm wondering if this is a real issue or if it's just printing out all the files used. It would be better if we just saw the sprite pack instead.

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Answer by TheJimz · Jan 17, 2018 at 06:26 PM

Make sure nothing is referencing the original textures in a resources directory.

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