Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.3.0f3
Issue ID
989517
Regression
No
SpriteAtlasManager.atlasRequested behavior differs in Editor and Standalone when Late Binding Sprites
To reproduce:
1. Open project attached and run scene Start
2. Build and and run for StandAlone
3. Observe different results
Expected: it is possible to execute late binding by using SpriteAtlas.atlasRequested() and have Atlas Texture's included in build
Actual: it's not possible to have both (check editor log for items included in build)
Reproduced in: 2017.1.3p2, 2017.2.2p1, 2017.3.1p4, 2018.1.0b10
Note1: check the link for a detailed explanation of Sprite Atlas inconsistencies:
https://gametorrahod.com/demystifying-sprite-atlas-variants-d53535bc43da
Note2: when in Editor mode, SpriteAtlasManager.atlasRequested() is called even when having Atlases referenced (behavior differs from built project)
Note3:
Currently it's impossible to have Late Binding (without asset bundle) and packed Sprite Atlas textures in your build.
Possible scenarios:
1. Atlas included in the build by ticking "Include in Build" or having, say, script references. Result: SpriteAtlasManager.atlasRequested() is not getting called
2. Atlas is not included in build. Result SpriteAtlasManager.atlasRequested() is called, however, textures are not included in build
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Add comment