I’ve got 4096 sprites I’m adding packing into an atlas using the Unity Sprite Packer but I’m running into some issues.
In the editor I create an array of Sprites (public Sprites[ ] sprites; ) on a GameObject and select the sprites and drag/drop them to populate the array.
Issue: the editor performance is almost unusable when selecting and working with 4096 objects.
How else can I get a list/reference to these sprites at runtime? Remember they’re atlased (and must be) so I can’t simply drop them into Resources and load them that way.
I’ts become a real road block for testing sets of sprites.
I sometimes use a custom ScriptableObject for referencing Sprites and then reference the ScriptableObject from a script on my GameObject rather than directly referencing lots of Sprites from the script.
You could create a custom “SpriteList” ScriptableObject and create several instances (assets) each referencing a subset of your Sprites and then just reference the actual assets from your script.
Well you said the problem is with the editor when selecting and working with 4096 objects. It would allow you to work with a subset of this number at a time, e.g. 16 list assets with 256 Sprites each. Your script would reference these 16 assets. Or perhaps I’m not understanding what your issue is?