Hi, It seems the SpriteAtlasExtensions doesn't work to change the Include In Build bool. @Venkify You mentioned you could do this pre-build step here: https://forum.unity.com/threads/mak...tings-platform-specific.1267862/#post-8056679 Am I doing something wrong or is it bugged? I am using 2022.1.0b13 Code (CSharp): SpriteAtlas spriteAtlas = (SpriteAtlas)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(i), typeof(SpriteAtlas)); SpriteAtlasExtensions.SetIncludeInBuild(spriteAtlas, false); EDIT: Follow these threads causes the sprite atlas to not be build with the game no matter if bindAsDefault is checked yes or no. I had to delete the game and redownload via plasticSCM to get the atlases to be included with the build again. Is there a way to properly load the sprite atlas in OnPreprocessBuild? https://forum.unity.com/threads/mod...ields-via-editor-scripts.513239/#post-5348406 https://forum.unity.com/threads/sol...es-dependent-on-platform.508110/#post-3377027 Thanks