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Yep. They are confirmed that it is a bug and it will be fixed soon™ But I did't get any news after.
Because I have to choose from two evils:
1) Store all atlas in main package and size of my game will be grow so high
2) Don't use an atlas and...
So sad. I can't create games without it.
Okay, let me try another framework for my game, maybe Cocos2D or marmelade
But, it will be undependant sprite! Not sprite in atlas! It will have undependant material etc.
It's breake completly the atlas idea.
Exactly! I did it as well.
var texture2D = package.GetBundle().Load("texture_a", typeof(Texture2D)) as Texture2D;
var spite =...
Doesn't. But if i gonna do bundle.LoadAll() i will see "sprite_a_0" with type Sprite. But I can't load it separatly.
Hey! It makes asset bundle totally useless. I hope there is should be a way to resolve this problem! Help me, please :(
I really got a trouble. Is there any way to load texture atlas from asset bundle?
Let me explain my steps:
1) Create two...
it does not depend on device. I checked.
Got a same problem. I use 4.3.1f1 version of Unity3D.
I want to make a tile background with parallax. So I render via SpriteRenderer Texture2D...