Both Sprite Atlas and Sprite in memory

Unity memory profile in progress(iOS device profile)

Spite Sprite Atlas Questions About Unity
There is Sprite 1,2,3,4,5 in Atlas A.
And I’m playing Sprite like 1,2,3,4,5 in Animation Clip.
But I watched it on Memory Profiler, Sprite and SpriteAtlas is in memory.

Why is it that individual images 1,2,3,4,5 are also in memory?

Could you post a screenshot for this?

Perhaps what you’re seeing is a) the sprite atlas Texture2D and b) five Sprite instances? That would be expected since sprites are separate objects from the atlas.


스크린샷 2025-01-16 오후 6.54.50

Actually, both exist under Texture2D.

It exists separately in the Sprite group. But it also exists in Texture2D.

I think it’s right that only Atlas should be loaded or Sprite should be loaded, but both are loaded

I don’t know why.

help me

Nah, that seems correct to me. You need a sprite to show a portion of the texture atlas. The sprite contains the rect to render from the atlas texture, the texture itself contains the pixel data. So yes, you are going to have one atlas texture and multiple sprites.

The stuff “inside” the texture (or sprite) is probably just a breakdown of the individual texture rectangles. If you sum up these sizes they probably amount to those 3.8 MB the texture uses. Sizes are per level in the hierarchy, not accumulative for the entire hierarchy if the memory profiler follows the same rules as CPU profiling does.

When you select the atlas and the sprite texture, what does the right hand panel tell you about their meta data? Are they e.g. read write enabled?

Yes, that’s right.
So at the bottom, there’s a texture name in the Sprite group, and that’s a really small memory.

I think the Sprite group has data such as meta information.
But isn’t the one in the Texture2D group the actual texture size?
If you look at the size, it’s the capacity according to the actual texture size.

read/write is disable… TT

The Texture2D items should have meta data. It could be something else then Read/Write too? What are the references too it? Is the atlas or individual texture in an Asset Bundle/Addressable?

Also make sure to always check the captures from a build because the Editor might load both for other reasons.