I use spritepacker with assetbundle. It's working great. Its memory assumption is about just 8 MB. However, when I looked at the disk space that asset took on android phone, it took about 25MB. Which is 4 times from 8 MB. If I sum up all original sprites that have been used to create the atlas in spritepacker, they will be about 25MB as they are. Is there a way to exclude original sprites out of the bundle? It waste too much space in the device. I think only output atlas that generate from sprite would be enough to pack within the bundle.
I'm sure of it. I tested with 18 sprites and use the packer to generate 1024x2048 atlas. If I choose 2 sprites to make asset bundle, it used 5.76 MB disk space. If I choose 3 sprites to make asset bundle, it used 6.62MB. Its different is about 0.9MB which is the size of each sprite.