Hello, I'm using Unity 2018.3.7f1 and 0.6.7 Adressables package. I have a prefab that referencing 4 AnimationsClips. On runtime, I play the animation clips depending on the direction of the movement. Animation clips are played with a playable like this : Code (CSharp): AnimationPlayableUtilities.PlayClip(m_animator, m_animations[m_enemy.Direction], out m_playableGraph); The prefab is a prefab variant of some kind of enemy base prefab. The prefab variant is Adressable, I have an Asset Manager that keeps a reference to the loaded asset and instantiate it when needed, this works perfectly. The issue is when I put all the textures used by the Animations clips in a sprite atlas in packed play mode (it works in other play modes). The textures are not rendered anymore I just see the life bar of my enemies not the animation. If I delete the sprite atlas, everything works again. I do build player content every time I play the game. I noticed something weird in the memory profiler. On the following screenshots I have two atlases for two enemies animations. In fast mode I have only one atlas in memory referenced by the SpriteAtlasDatabase. In packed mode I have two atlases in memory, one referenced by the SpriteAtlasDatabase and the other by all the sprites that are supposed to be in the atlas... Isn't that weird ? Or it's normal ? Here are the screenshots of the two memory snapshots and my Addressables setup Fast Mode Packed Mode Addressables setup In that setup MoleMinerYellow and MushroomRed have a SpriteAtlas that doesn't work in packed mode. I removed the MoleNude SpriteAtlas and this is the only prefab that displays the animation well. Thanks for your help
It's bug in Unity/scriptable build pipeline. We wait for a fix in one of the next releases. You can try my wierd workaround until then: https://forum.unity.com/threads/bug...-export-import-correctly.648607/#post-4348975 =)