I’ve seen now in a number of places that ‘Include in Build’ simply means that a Sprite will correctly reference its SpriteAtlas (even if its in an asset bundle), like from here :
However, it seems that by checking this box, Unity is including the SpriteAtlas in my aab/apk build. I can see the textures in the build report (taking up 1.8% of the size). Also, the aab/apk size increases when I check this box.
Is this the case or is there something potentially wrong with my setup? We obviously don’t want our SpriteAtlas in the build if they’re in AssetBundles. I know I can do LateBinding but I’m just looking for clarity on how this is actually supposed to function.