I need to generate texture atlases and sprites at runtime, and I'm finding the bottleneck is Sprite.Create. So, for instance, in one case I create 10 texture atlases, send the bits to them, and create 80 sprites (in total) from them. My timing info: 0.20ms for creating the 10 textures (in total) 0.08ms for LoadRawTextureData/Apply for those 10 textures (in total), 173KB total. 14.3ms for SpriteCreate for 80 sprites (in total). That last time is really surprising to me. I'm passing SpriteMeshType.FullRect to Sprite.Create, so it shouldn't need to inspect the texture bits at all, right? Is there any way to speed this up? What is Sprite.Create doing under the covers to take so much time? It seems like it should just be storing a rect and some other metadata in some internal structure.