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Unity loading both source RGBA8 sprites as well as SpriteAtlasTexture-fmt33

Discussion in 'General Graphics' started by KJoanette, Jul 8, 2015.

  1. KJoanette

    KJoanette

    Joined:
    Jun 8, 2013
    Posts:
    59
    We are creating asset bundles for our game and it appears the source RGBA8 data is still being included in the bundle. This is of course a disk space issue. However, the more major issue we are having is that the XCode GPU debugger is telling us that BOTH the source RGBA8 art and the Atlas PVRTC are being loaded in to VRAM. This should most definitely NOT be the case. Because of this we are killing just about every device we are running on.
     
  2. SierraChica

    SierraChica

    Joined:
    Aug 5, 2014
    Posts:
    8
    Hi, I see the same problem in my build... SpriteAtlas and sprites both included!! Did you fix it?