I have an issue with using packed sprites in the GUI. While setting it up, they look fine, but once I enter play mode (presumably when it switches over to using the packed sprite image) I start getting these artifacts. It took me a minute to figure out what I was seeing, but I figured out that it was simply using a rectangular "mesh" instead of the sprite-shaped mesh generated by the sprite importer, and thus was picking up all the tightly-packed sprite images near it in the atlas. One screenshot shows the UI element in game; the other shows the packed sprite atlas. (the hand-drawn "world" thing and the stylized "R" are the artifacts in question) Is this just going to be a fact of life (at least for 4.6.0)? Is there a way to make it use the sprite's shape? For now I removed the packing tags from the affected UI elements, but I'd like to get them into an atlas for efficiency. I need tight sprite packing for most of the sprites in my project, and if not for this issue, it would work well for UI sprites as well. The sprite packer doesn't let me choose packing policies on a per-atlas basis, so I would have to write a custom packer policy to make it pack these loosely while the rest are packed tightly.