I use Unity's Sprite Packer, it's working great. However, when I looked at the build report (in the Editor.log) it turns out that the build often includes the generated atlas texture and its original textures too. It wastes too much space. I checked the size of the unzipped APK and the build report was correct. I tried several configurations (adding and removing textures) but I could not find any regularities.

Some observations: - I could reproduce this only if I use 25+ textures in an atlas with variable sizes. - Texture compression settings did not matter. Packer policy could modify the result but did not solve the problem.

Has anybody had similar experience? I can upload my test project if necessary.

  • \$\begingroup\$ Are you on the latest version of Unity? \$\endgroup\$ – jgallant Oct 25 '16 at 10:28
  • \$\begingroup\$ Yes i just updated yesterday (5.4.2f2). \$\endgroup\$ – Attila Mikolics Oct 25 '16 at 13:39
  • \$\begingroup\$ You may want to submit a bug to the Unity team. unity3d.com/unity/qa/bug-reporting \$\endgroup\$ – jgallant Oct 25 '16 at 13:40
  • \$\begingroup\$ I already submited just trying to find solutions. Thanks! \$\endgroup\$ – Attila Mikolics Oct 25 '16 at 15:40
  • \$\begingroup\$ Can you share your project structure? maybe your original assets are in a Resources folder which is automatically added to the build. \$\endgroup\$ – arielsan Jul 18 '18 at 22:52

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