I'm trying to use a Sprite Atlas feature in Unity2017.1.0f1. I need to download Sprite Atlas assets via Asset Bundle at runtime and not to be included in a built app binary (In other word, I don't use Resources). So I have some questions: 1. "Include in Build" means "A built app binary contains a packed sprite atlas"? 2. If I need to use Asset Bundle, should I uncheck the "Include in Build" option? 3. In such case, should I always do "late binding" written in the following document? (I have a prefab that has a uGUI Image that refers a packed sprite in an Asset Bundle. The packed sprite atlas is also in the Asset Bundle. In this situation, even If I instantiate the prefab, the sprite doesn't be shown on screen) https://docs.unity3d.com/2017.1/Documentation/Manual/SpriteAtlas.html 4. When will a SpriteAtlasManager.atlasRequested callback be triggered? Can I control a timing of it? 5. Where is a packing tag (the 1st parameter of a SpriteAtlasManager.atlasRequested callback) from? It's a filename of a .spriteatlas asset?