I read in the latest Experimental Release that you've parallelized the packing process. Is that just for the Editor or will it be possible on runtime as well? Unfortunately, my use case is for an application that has to download lots of pngs(different sizes), load them as sprites/texture2Ds and use them. I used Texture2D.PackTextures but it was slow and a bit simplistic in its approach. Not to mention it downsized some textures to fit the max size,whereas SpritePacker in-editor produces an atlas with multiple pages without compromising the textures themselves, if I remember correctly. So I was wondering whether SpritePacker would be accessible in newer versions for runtime as well.