Hi, I'm optimizing the memory consumption of my application. One of the optimization methods is creating a Sprite Atlas (Unity native) for several sprites, so that the atlas is both POT and square, and using texture compression on the sprite atlas (e.g. PVRTC for iOS / ETC2 for Android). I have done so for textures which are used for different materials (used in particle systems), but when using Unity's profiler, I see that both the SpriteAtlas and the individual texture are loaded in memory. It seems like memory consumption has grown larger. Any ideas what am I doing wrong here? Thanks, Yaniv
@yanivng In Editor, its possible that both the textures are loaded in memory. However in player, as long as 1) Source textures are not directly referenced by any material or scripts 2) Only supported renderers (SpriteRenderer, UI and SpriteParticles) are used. 3) Sprites are packed to SpriteAtlas then the player should only load textures from Atlas for Sprite Assets.
Hi Venkify, Thank you for your response. As the title says - I'm talking about textures referenced by materials. So from your answer I understand that those cannot be loaded from a sprite atlas? Thanks, Yaniv
I would like to know that as well. From what I have gathered sprites in the atlas can't be used in materials. Can anyone confirm that? Cheerio!