Hi, I was wondering if sprite atlases are supported by the new addressable system.
For what I see from the profiler all the atlases are loaded into memory cause referenced from “CachedSpriteAtlasRuntimeData”.
So even if all the texture in the atlas are not referenced from game objects the atlas seem to be loaded anyway, along with a the non-packed version of each image (making in fact the memory footprint bigger).
I have then two questions:
- Is there a way to lazy load an atlas in memory?
- why do I see in the profilers entries for both the atlas page and the separate version of the same image (actually adding up to a bigger memory footprint?)