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By Design

Votes

0

Found in

2019.4.22f1

Issue ID

1321653

Regression

No

[2D] [Sprite Atlas] Missing sprite when using prefab from an Asset Bundle which includes Sprite Atlas & Sprite

2D

-

[2D] [Sprite Atlas] Missing sprite when using prefab from an Asset Bundle which includes Sprite Atlas & Sprite

Myeongseon Kim: Hi team, I have a customer using a prefab from an asset bundle which includes sprite atlas & sprite at the same bundle, and he is facing the missing sprite issue. I figured out it is because Resources.UnloadUnusedAssets() frees the atlas. (It happened because he just enabled 'include in build' option and instantiated the prefab from asset bundle at run time, and then called UnloadUnusedAssets. There was no reference of any sprite in a scene that belongs to the atlas.) I recommended using late-binding instead of 'include in build' since it is automatically ignored, but I was wondering if this is designed. I think the reason he faces the issue is because he thought 'include in build' works like resource. If designed, could you share me if there is any further plan to show warning to users or disable the option once user builds a bundle? So... it's about UX

Steps To Repro:
The left-side button loads asset bundle and instantiates a prefab, and the right-side button calls UnloadUnusedAssets.

  1. Response avatar

    Resolution Note (2021.2.X):

    For dynamic behavior, Late-Binding is recommended. In 2021.2, a fix has been added so that Sprite can rebind to Atlas Texture again.
    Would request a quick test on the latest trunk please.

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