Search Issue Tracker
By Design
Votes
1
Found in [Package]
1.1.4
Issue ID
1165405
Regression
No
[Addressables] Sprite textures are included in the bundle when Sprite atlas is used, which increases the size of the bundle
How to reproduce:
1. Open the attached project ("case_1165405-SpriteAtlasProject.zip")
2. Open the Addressable window and build Player Content
3. Build Asset Bundles (Build -> Build AssetBundles)
4. Compare the size and the content of both of them
Expected results: Both bundles include the same assets
Actual results: Addressable bundle also includes sprite textures, which are not needed, and increases the size of the bundle
Reproducible with: 2018.4.3f1, 2019.1.8f1, 2019.2.0b8, 2019.3.0a8
Reproducible with package versions: 0.6.6, 1.1.4
Couldn't test with 2017.4, as it does not support Addressables package
Note
Including just the Sprite atlas, instead of the whole folder in which the sprite atlas and the sprite is located, fixes this issue
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Inspector elements are rendered twice when the script component is added via drag-and-drop while the HideFlags.HideInInspector property is set
- Error "Light baking failed with error code 5 (Convergence data not available while rendering lightmaps)" thrown in Console when generating lighting for specific GameObjects
- Copy and Paste options for an Animation Property value are disabled in the Right click contextual menu
- Asset is not found when searching the Label "NewLabel" in Search Window
- "Compute dispatch: missing texture ID..." and "Compute dispatch: missing UAV ID..." warnings are thrown after changing the platform in High Definition 3D template
Resolution Note:
This is not a bug. When a texture asset is marked as addressable, we include it in the build. That asset includes both the sprite, and the source texture. We cannot know that you marked the asset as addressable, but only wanted the part that happens to also be in the sprite atlas.
In upcoming releases, we are extending the functionality surrounding sprite atlases but you will still not be able to mark an asset as addressable, and have us not include it in the build.
The main thing that we are adding in the future is better sprite-in-atlas support within an AssetReference. Keep an eye out for updates to the package for new features, but this is not a bug.