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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment