Is there a way to exclude original sprites in spritepacker that's in asset bundle?

I use spritepacker with assetbundle. It’s working great. However, when it extracted into android phone, its size increase hugely. If I included 18 sprites into the bundle with same packing tag so, it would generate atlas texture for me, it’s ok only in runtime memory consumption but size on phone space is kepth for both atlas and original sprites. If I choose only 2 sprites to be included in the bundle (but the atlas still has all 18 sprites), the size on phone space will be a lot smaller than choose all 18 sprites.

Is there a way to exclude original sprites in spritepacker that’s in asset bundle? I thought it should be used with just atlas (texture) they are created with the metadata of sprite like offset. The original sprites shouldn’t be used anymore.

Hi,

You are either referencing the original sprites in your scene, which causes them to be included in the main project as well as the bundle, of you are hitting the bug where atlas texture size is doubled.

Could you send us a repro?

Here you go:

http://levelup.in.th/New Unity Project 5.zip

I attached asset bundle that used inside the project too (test25_track.unity3d). I select only 3 sprites to create asset bundle from 20 sprites which have the same packing tag (crystal_5_water folder). You can use profiler to see it in action and take a snapshot on memory usage to see Assets → Texture2D. You will see that only 1 texture is used and I got only 3 sprites from www.assetBundle.LoadAll() not all 20 sprites. (Double Click Texture while in profiler in Editor to see the atlas)

Is there any update to this issue?

I got an answer now.

http://gamedev.stackexchange.com/questions/91989/is-there-a-way-to-exclude-original-sprites-in-spritepacker-thats-in-asset-bundl/92387#92387