I read an article that said the problem with Unity’s SpriteAtlas is its default behavior:
"When you reference a sprite that lives within a SpriteAtlas, you load the entire atlas into memory and then use the specific region your sprite takes."
The author’s solution is using SpriteAtlas & Addressables in tandem. With that said, what’s the best method of dealing with lots of sprites?
The documentation seems to provide mixed information. It mentioned needing a method of distribution (either Resource folder, AssetAddressables, or Late Binding). However, the other articles I found didn’t mention any of this.
Trying to look this up, you’ll also come across things such as AssetBundling (now deprecated) and Sprite Packer (also deprecated).
I’m surprised that loading in a sprite sheet isn’t as simple as I t thought it would be. Am I over thinking this?
[1] Unity Addressables & SpriteAtlas: How to Efficiently Use Sprites