Hey Ted, sorry for the delayed reply - way too busy! We’re not using any third party tool with these graphics - all I am doing in referencing the individual sprites within the imported PSB.
Again, we have some PSBs that do not cause this and I cannot see any difference in the import settings. It does not seem to depend on size as we have some PSBs that are are over 20MB that do not cause the error.
Here is a stack trace from a 2MB file - maybe it will help. In the meantime I’m doing some more digging.:
Sprite outline generation failed - could not read texture pixel data. Did you forget to make the texture readable?
#0 GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 GenerateSpriteOutline(PPtr, float, RectT const&, Vector2f const&, float, unsigned char, bool, unsigned int, int, bool, dynamic_array<dynamic_array<Vector2f, 0ul>, 0ul>, SharedMeshData, RectT, Vector4f)
#3 Sprite::GenerateOutline(float, unsigned char, bool, dynamic_array<dynamic_array<Vector2f, 0ul>, 0ul>&, int) const
#4 Polygon2D::GenerateFrom(Sprite*, Vector2f const&, float, unsigned char, bool)
#5 PolygonCollider2D::SmartReset()
#6 AddComponentUnchecked(GameObject&, Unity::Type const*, ScriptingClassPtr, MonoScript*, core::basic_string<char, core::StringStorageDefault >, AwakeFromLoadQueue)
#7 AddComponent(GameObject&, Unity::Type const*, ScriptingClassPtr, core::basic_string<char, core::StringStorageDefault >, AwakeFromLoadQueue, char const*, dynamic_array<Unity::Component*, 0ul>)
#8 MonoAddComponentWithType(GameObject&, ScriptingSystemTypeObjectPtr)
#9 GameObject_CUSTOM_Internal_AddComponentWithType(ScriptingBackendNativeObjectPtrOpaque, ScriptingBackendNativeObjectPtrOpaque*)
#10 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:Internal_AddComponentWithType (UnityEngine.GameObject,System.Type)
#11 mono_jit_runtime_invoke
#12 do_runtime_invoke
#13 mono_runtime_invoke
#14 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#15 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#16 MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingExceptionPtr*)
#17 MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodPtr, ScriptingObjectPtr)
#18 MonoBehaviour:
elayedStartCall(Object*, void*)
#19 DelayedCallManager::Update(int)
#20 InitPlayerLoopCallbacks()::EarlyUpdateScriptRunDelayedStartupFrameRegistrator::Forward()
#21 ExecutePlayerLoop(NativePlayerLoopSystem*)
#22 ExecutePlayerLoop(NativePlayerLoopSystem*)
#23 PlayerLoop()
#24 EditorPlayerLoop::Execute()
#25 PlayerLoopController::UpdateScene(bool)
#26 PlayerLoopController::UpdateSceneIfNeeded()
#27 Application::TickTimer()
#28 -[EditorApplication TickTimer]
#29 __NSFireTimer
#30 CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION
#31 __CFRunLoopDoTimer
#32 __CFRunLoopDoTimers
#33 __CFRunLoopRun
#34 CFRunLoopRunSpecific
#35 RunCurrentEventLoopInMode
#36 ReceiveNextEventCommon
#37 _BlockUntilNextEventMatchingListInModeWithFilter
#38 _DPSNextEvent
#39 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#40 -[NSApplication run]
#41 NSApplicationMain
#42 EditorMain(int, char const**)
#43 main
#44 ???
#45 ???