I have a simple SpriteAtlas
: "UIAtlas" which is located in the Resources
folder.
It points to a folder "UIAtlas" which contains my menu textures.
All of my batching is working perfectly, everything is being batched, because of the atlas.
When I build an iOS version, in the Editor.log
I can see this:
Build Report
Uncompressed usage by category:
Textures 299.5 mb (30%)
Meshes 0.0kb (0%)
...
Used Assets and files from the Resources folder, sorted by uncompressed size:
16.0 mb 1.6% Built-in Texture2D: sactx-2048x2048-Uncompressed-UIAtlas-312aba98
...
345.3 kb 0.1% Assets/Resources/UIAtlas/medal.png
... more entries like this ...
Please notice that this texture (medal.png), along with the other textures belongs to this atlas, which is already included in the build-executable.
I feel this is wrong. If I pack things, they should be packed into that texture and only that 2048x2048 texture should be in the build, right?
What's wrong here?