Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2018.3.0a1
2018.3.10f1
2018.4.0f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1141247
Regression
No
Build takes more storage space when large sprite sheet is used with a lot of unused surface instead of separate small images
To reproduce:
1. Open user's attached project ("SpritePackerProblem")
2. Open Build Settings and build "BigSpriteScene" scene into a new folder
-- Build size is 54.1 MB
3. Open Build Settings and build "SmallSpriteScene" scene into a separate new folder
-- Build size is 38.6 MB
Expected: Builds take same storage space
Actual: Build storage space differ
Reproduced with: 2017.4.25f1, 2018.3.14f1, 2018.4.0f1, 2019.1.1f1, 2019.2.0a15, 2019.3.0a2
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
Resolution Note:
There is no Sprite Atlas in the project.
Please try "Always Enabled(Legacy Sprite Packer)", the new default is actually SpriteAtlas:
https://docs.unity3d.com/Manual/SpritePackerModes.html