My project is using Addressable sprite textures, with non Addressable SpriteAtlases. This works fine when we load the atlased sprites by address string for their individual sprite textures (the sprite atlas is loaded and not the individual texture, as desired), but when we use an AssetReference with the GUID of the sprite texture2d and subobject name the sprite name, then the individual sprite texture is loaded under iOS, and if those sprite textures are in a spriteatlas, the textures do not render under iOS (although in the editor, they are fine with the various playmode scripts)
How does the case work when we load the spriteatlas using the individual sprite texture address string, and how can we make the assetreference case work this way? We believe we are following this supported case, in the 1.16 docs:
(Unity 2019.4.10f1, Addressables 1.16.1)