Hello, trying out unity’s addressable and so far everything is working and loving this package, but am having issues with a design that I am trying to implement, will try my best to explain.
I have a Tilemap that needs to reference a main Texture Atlas so that tiles are in the correct clipping order, each tile has been set-up inside of the unity editor with the child sprites of the main Atlas, please ignore the buildings in the screenshots as they are not apart of the Atlas yet, still working on this issue.
My goal is to have 4 x Addressable Texture Atlas merge into the main large Addressable Texture Atlas that is to be used with the Tilemap, at runtime. Might sound a bit strange but those 4 x Texture Atlas are swappable Tile skins, each one of the four sub atlas has many tiles but the example images below is just a template for testing, two sub Textures and one large main Texture Atlas.
Everything is working fine except for the Tile sprites are not updating and still referencing the main Texture Atlas from the game build, was hoping the Addressable Texture shared the same memory reference, and once updated it would atomically update all Tiles sprites when the game scene loads in, my test shows that the Addressables textures have been updated even when the scenes have changed, however doesn’t seems to be shared memory for the texture, I am aware this can be done by coding a loading script for each tile, but that is a lot of work and I am lazy, however it’s looking like it’s my only solution.
Cheers for any help or ideas you care to share.




