Hi all,
I’ve been using Sprite Packer (Legacy) which, over the course of development, had too many bugs and errors that finally sorted out, and I was able to use it for my 1000+ sprites to atlas into many pages of different tags.
However, when I needed to use sprite data in the runtime, I had to enable read/write for sprites which, in turn, disabled Sprite Packing. I am no longer able to use Sprite Packer (Legacy).
Now I switched to Sprite Atlas (2017.2) and created sprite atlas for each of my game object related sprites, and I am able to create sprite atlases which are read/write enabled and have no size limitation like 2048.
However, if none of my sprite atlases are packed, if I start to build or hit play, editor will start to pack, Unity will eventually throw an out of memory error, and close. I have spent a few days to switch from Sprite Packer (Legacy) to Sprite Atlas, where I can use neither now.
Is there any way to start a packing job like it was in Sprite Packer (Legacy), just hitting pack and wait for editor to finish it job, without throwing Out of Memory or Memory Allocation Error?
Mind that this is a close to finish project, and I cannot do ground breaking changes now, and I am amazed how I had to suffer through having atlases packed.