Unity sprite atlas addressables. Before the packing process begins, these packable assets will be grouped and traversed to gather all the You probably heard how Unity addressables can help you optimizeyour Unity game: RAM usage, loading times, iteration times, content update with cloud storage…. Similarly, if you explicilty mark the atlas as Addressable, the prefab will list the atlas bundle as a dependency, and things are hooked up properly at load time. InstantiateAsync("AssetAddress"); Dec 5, 2011 · 54. Jul 5, 2023 · I'm on Unity 2021. I am trying to get a "low rez" set of my sprite assets into addressables for slower/older devices. 20. You can see those with the inspector in debug mode as seen below. This also affects the build-in Editor mode; if the checkbox is disabled, Unity can no longer automatically load the Sprite Atlas for a Sprite. Once installed, it’s time to mark the materials as addressables. Any new Project created in 2020. A Sprite Atlas A texture that is composed of several smaller textures. This issue emerged after upgrading project to 2020. Posts: 3. This can greatly reduce draw call batch breaking when different textures as used within the UI. Sprite>. Sprite Atlas properties. The Addressable system locates and returns the asset whether it's available in the local application or stored on a remote To view sub-object addresses, such as the Sprites in a Sprite Atlas, enable the Show Sprite and Subobject Addresses option using the Tools menu on the Groups window toolbar. unload (true) on the sprite atlas bundle. This is working correctly by using the May 12, 2020 · 30. Jan 23, 2014 · Our project uses 'Sprite Atlas V1 - Enabled For Builds' option. You'll need to make sure your atlas is included in the build if you want assets to not be duplicated. 24 Addressables version: 1. Apr 1, 2014 · Addressables: version 1. The Addressable Asset System allows the developer to ask for an asset via its address. Feb 15, 2017 · Addressables. This works fine when we load the atlased sprites by address string for their individual sprite textures (the sprite atlas is loaded and not the individual texture, as desired), but when we use an AssetReference with the GUID of the sprite texture2d and subobject name the sprite name, then the individual sprite Feb 14, 2015 · Sprite Atlas v2 is the default in new projects. I already add event in SpriteAtlasManager. Nov 11, 2021 · Maybe If I use an addressable sprite atlas (scenario3), I should put all my scenes sharing the same sprites, in the same group, so all those scenes will end up in the same 'asset bundle' and shared textures won't be packed twice (I'm not totally clear on how addressables groups work and if each addressable group is an asset bundle or not). A small amount of data in Resources The Addressable Asset system provides an easy way to load assets by “address”. AssetReferences assigned these types of asset display an additional object picker that allows you to specify which subobject to reference. x), you can load sub assets (such as Sprites from a spritesheet) by specifying an IList<Sprite> or Sprite[] for your load type. The webinar ended with a Q&A, and our team received more questions than we had time to If you drag a non-Addressable asset to an AssetReference field, the system automatically makes the asset Addressable and adds it to your default Addressables group. PreloadDependenciesはAddressables. Tight Packing allows Unity to place the Sprites in non-rectangular cells closer to their shapes, similar to a jigsaw puzzle. Jul 3, 2020 · After updating to Addressables 1. Hi,everyone. So I checked "Addressable" on the UI prefab and the atlas. 7. 4. I'd file a bug report but it's been so hard to reproduce. See in Glossary is an asset that consolidates several textures into a single combined texture. At First asset download it will cache all files to device, and will not redownload when you try to load it again ( another run of your app), asset will be loaded directly from cache. Sprite Atlas is an asset created within Unity. In the same window, run Check Duplicate Bundle Dependencies. unload scene and call assetbundle. 1 onwards. I'm working on loading sprites to a player object using Addressables and I'm running into a weird issue. - Disable the "RebuildSpriteAtlasCache" step. A simple function can then be used to access each sprite with the provided name. I'm currently having an issue where sprites are not loading correctly, which results in what should be sprites simply displaying an entire atlas texture. The following examples explain how Addressables handles a SpriteAtlas differently than other assets: Addressable sprites Sprites in separate groups. 3) atlases are addressable but not the atlas sprites. Apr 4, 2011 · Hello, I am planning ahead for using my sprite atlases with addressables and would like to ask what would be best memory wise. I tried looking for a way to solve this but I didn't a solution. Apr 3, 2023 · The three textures in Example 1 are put into a non-Addressable SpriteAtlas. Here, we see that the sword bundle explicitly includes the sword. 11 #Unity #Unity2019 #Addressables #SpriteAtlas #Sprite Here are 3 proven Unity Addressables Benefits for you and your games: 1. Did the same for low From here on unity automatically check the high_sprites, medium_sprites, and lows_sprites for changes. In those scenes we have 2D sprite animations. But when in runtime,my prefab background image shows white. Oct 24, 2015 · I am currently loading a sprite from an atlas using this: public Sprite[] getSprites; getSprites= Resources. The update should detect the new sprites and the old ones provided they are referenced in the sprite asset. Also, create Slave_med (which is a slave atlas linked to Master_med), set the scale property to 0. Note that the issue also happens when we fully deploy our player. If I remove the sprites from atlas, everything works even sprites are not included in the addressable. 3 all sprite loads fail with an InvalidKeyException. It is part of the built-in sprite packing solution. But when I build and run the player becomes invisible after loading the sprite. 0 Unity: version 2019. Jan 21, 2021 · Description. That is, when using sprite atlas and asset bundle, the sprite atlas texture may be duplicated into other asset… Nov 17, 2016 · 763. Sep 14, 2020 · AddressableAssetEntry entry = settings. SpriteAtlasなどから個別にSpriteなどをAssetReferenceとして取り出せるようになった!. TL;DR: Mark only your SpriteAtlas as an addressable asset. 21. Dan_Kodable. My question is …how can i get the name of the atlas the sprite is using, so i can then Apr 16, 2020 · After closing Unity and reopening it, the sprite asset is back to the way it was before I clicked the button. AddressableAssets. Level 2 Asset Management – Material Addressable flag. You have three Addressable textures in three separate groups, where each texture builds to around 500KB. 16. Hi, I was wondering if sprite atlases are supported by the new addressable system. spriteatlas. Oct 24, 2016 · I took a look at the Texture Variations sample project which is what I used to base the code on for this text project, however that project worked fine when not using sprite atlases and just referencing textures. Dec 24, 2016 · You can make your own API to get single sprite from Atlas located in the Resources folder like the image included in your question. 3. This is called out explicitly in the Getting Started docs (though it's pretty easy to miss). 2. but then I'll have to load them by their names (and there are 100 of them) so I'll need to save their Nov 18, 2014 · Sprites and / or scripts are missing in a inconsistent way; in some scenes those objects are fine and sometime they are not. 17f1 and addressables to 1. The Use Asset Database script. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. GetAssetPath( obj))); return entry != null; } Although this is enough for my usecase, it might be necessary to perform extra steps if you need to check if a sprite that is part of an Atlas is addressable. Through a hardcoded subasset path such as “myspriteatlaskey [myspritename] Use Addressables. The Addressable Asset system uses asynchronous loading to support loading from any location with any collection of dependencies. load sprite atlas from asset bundle. atlasRequested event triggers. So even if all the texture in the atlas are not referenced from game objects the atlas seem to be loaded Jun 20, 2013 · 28. But there is a situation that it happens reproducibly (Tested using Unity 2020. 12f1 -> 2021. May 15, 2020 · Using Addressables 1. May 12, 2020 · Question Addressable Sprite Atlases. For what I see from the profiler all the atlases are loaded into memory cause referenced from "CachedSpriteAtlasRuntimeData". (Right?) I'm assuming this makes sure the correct atlas is loaded when you request a sprite from it, and releases the atlas when you are done with it. sprite = getSprites[6]; So it will set the 7th tile from the atlas to the sprite. We try to eliminate any artifacts from previous versions which may cause unexpected bugs. The scripts are Use Asset Database, Simulate Groups, and Use Existing Build. Dec 17, 2015 · 1. An asset is allowable if it is of the correct type or if one of its sub-asset is. 1 it looks like we're now able to load sprites even if they're included in a sprite atlas However, it looks like there's still an issue where the build process will incorrectly use cached build data after a sprite has been added to a sprite atlas, resulting in broken sprites until you clear the asset build cache. More info. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture. Recent Posts. You don't have much control over this When you use Addressables in a project, Unity recommends that you move your scenes and any data in Resources folders into Addressable groups and manage them as Addressables. 14f1, and a slightly modified version of Addressables 1. If i rename the sprite to "Ore_Iron", the SO field still shows the old name and appears like its assigned, but it isnt. Given an Addressable sprite atlas this rule will detect if any sprites in the atlas have been marked Addressable anywhere else. . Jul 25, 2022 · but when I debug, after destroying the game object, there sprite atlas still reference even though the reference count is zero. FindAssetEntry( AssetDatabase. A packable asset is either a Sprite, Texture2D of TextureImporterType. I also set my prefab and sprite atlas into addressable. ( which means the animation dependency can work out the sprites and include it in the addressable data) But not if the sprites are in the atlas. LoadAll then store them in a dictionary. bundle. A simple Atlas Loader script: Nov 5, 2019 · There is a common issue with sprite atlas and asset bundles before Unity 2018. Sprite and SpriteAtlas assets can have subobjects. This occurs when a sprite object is present in a scene that just loaded, as an example Feb 21, 2013 · As far as I could figure out by googling; you are supposed to make sprite atlases addressable - not the sprites in it, and then use AssetReferenceAtlasedSprite to refer to the sprites in the atlas. Basically exact same problem, all my sprites get turned into white/scrambled portion of sprite atlas showing when unloading an unrelated addressables scene (async/additive). Follow the steps below to create a Sprite A 2D graphic objects. Once an asset is marked "addressable", the addressable asset can be called from anywhere. Expand. Through a AssetReferenceAtlasedSpritevariable, OR. Posts: 30. Unity automatically migrates all existing Sprite Atlas v1 Assets to Sprite Atlas v2. 2, using the SpriteAtlas assets (not the Sprite Packer). Search Forums. 15f1 Call Load Atlas: You release one atlas reference, but each sprite also created a reference (I think). Therefore from this version forward it will be the default atlassing option in any new Unity project. We're going from the old Asset Bundles system with the old (and depricated) Sprite Packerover to the Sprite Atlas Assets and Addressables Asset Bundles. LoadAssetAsync<Sprite>(address); again, but I see in the source code that this will do some extra work trying to find the IResourceLocation list anyway, so for the performance's concern, I would like to do Addressables. Addressables. This means you need to use "late binding" to bind the Sprite Atlas when entering Play Mode A Sprite Atlas A texture that is composed of several smaller textures. There's also the Sprite Asset Fallback List in the Text Settings, although it looks like this isn't currently implemented. Sprite Atlas has Include in Build flag set to false, Sprite Atlas asset is marked as Addressable asset. 18, addressables 1. Result, null); which will use the IResourceLocation list I already got. You wont know this To view subobject addresses, such as the Sprites in a Sprite Atlas, enable the Show Sprite and Subobject Addresses option using the Tools menu on the Groups window toolbar. 8. We would like to show you a description here but the site won’t allow us. Unfortunately it doesn't seem like this option is available in TextCore currently. The other two AssetBundles only contain Sprite metadata and list the atlas AssetBundle as a dependency. prefab, but there are many implicit dependencies also pulled into this bundle. This is good, as it means the AssetReference (or the Atlas version) works to load the imager in asynchronously and the size of the atlases can be managed. To add or remove labels Select one or more assets in the Groups window, then click on the label field for one of the selected assets. 10. 5): Build Addressables; Restart Editor Examples of potential sub-assets include sprites in a sprite sheet, or animation clips in an FBX file. I don't know what I'm doing wrong, but sprites just wont load when using this Asset Reference type. ValidateAsset (String) Validates that the asset located at a path is allowable for this asset reference. In this case, Unity still generates three AssetBundles, but they are not the same size . 4. Dec 22, 2020 · Unity 2019. Sprites = not addressable. Mar 31, 2021 · Open Window > Asset Management > Addressables > Analyze and run the rule Bundle Layout Preview. Set the Sprite Atlas’ Type to either ‘Master’ or ‘Variant’. You can load a single addressable via its address or load many addressables using a customized group label that you define. a prefab) is marked "addressable", it generates an address which can be called from anywhere. You can create a minimal scene that initializes your application or game. 1 It's worth noting that there was a bug with sprite atlases causing non-deterministic bundle builds that was Mar 26, 2015 · 4. I think you're seeing that in the analyzer because you have "include in build" unchecked from your atlas. Jul 14, 2022 · Malecden. 2f1; Using Addressables v1. Once an asset (e. 19 Platform: Unity on Windows, but builds for Windows and iOS also have this bug I've linked the GitHub repository to the project at the bottom of the post. callback action with sprite atlas - everything is fine here. If you updated your assets (Updated a previous build), it is another situation. I pass loaded Sprite Atlas. ValidateAsset (Object) Validates that the referenced asset allowable for this asset reference. Then I created a sprite atlas asset to put all sprites together. 8 so that Runtime Animator Controllers can load. I made the test with Unity 2018. Mar 7, 2016 · I don't want to need to know in which sprite atlas my sprite is, as that's not a scalable approach, especially when by design I don't have the same sprite in multiple atlases. Posts: 5. atlasRequested and in the event I use Addressables Feb 27, 2020 · But I really want to avoid this in the future so I have two apparent solutions: - Check if "RebuildSpriteAtlasCache" changed any "spriteatlas" file, and halt the Addressables build warning the user of the problem if that happened. LoadAsset< *** > (direcotryKey); I can mark all the sprites in the directory as addressables and load them 1 by 1 with: var operation = Addressables. Aug 31, 2019 · 2. To access an asset from your game script using a string address, declare the UnityEngine. Those sprite animations use sprite atlases to hold the sprites. Dec 6, 2013 · 2. One of the AssetBundles contains the atlas texture and uses about 1500KB. 4 and we're porting it to Unity 2021. Then I start build and copy the bundle and catlog to my remote path. @unity_bill xucian , Sep 11, 2020 Feb 15, 2017 · To set the stage, the project I'm working on is a major overhaul of a project that was in Unity 2018. Description. It is loaded when SpriteAtlasManager. 19. When I unload the current scene and move on to the next, sometimes those sprite atlases and animations stick around in memory. UnityEngine. LoadAsset<Sprite> (spriteKey); or even use LoadAssets functions. 19 and Sprite Packer Mode set to "Sprite Atlas V2 (Experimental) - Enabled" in the project settings. Nov 6, 2023 · Both Atlas Variants and the Addressable system can be quite confusing to use, so I think a documentation and/or sample combining both would be something very useful. Sprite or Folder. 2以降) この機能がどのように便利かというと、従来はSpriteAtlasからSpriteを取り出し Warning: Please note that Sprite Packer is deprecated for Unity 2020. 3. Whether that addressable asset resides in the local player or on a content delivery network, the system will locate and return it. Thus, if you have an Addressable prefab sprite that is dependent on an atlas, the atlas will be pulled into an AssetBundle. Aug 3, 2022 · My art designer send me lots of sprites of UI. It handles asset management overhead by simplifying content pack creation and deployment. 5 and that works just fine, but when I assign Feb 25, 2020 · 1) atlas sprites are addressable but not the atlases. Because they exist in separate groups, Unity builds them into three separate AssetBundles. As I understand it, you need to have "Include in Build" enabled for Addressables to be able to include the atlas in the built bundles. Check Sprite Atlas to Addressable Duplicate Dependencies. Feb 8, 2023 · The Addressables package provides a user interface (UI) and API for organizing Unity assets to be built into AssetBundles and loaded and unloaded dynamically at runtime. Here's a simple example: Dec 13, 2015 · 147. When you make an asset Addressable, you can use that asset's address to load it from anywhere. To create a Sprite Atlas in Unity, go to Assets > Create > 2D > Sprite Atlas. For examples of loading sprites directly, see our sprite loading sample. Game crashes on iOS when loading a specific addressable scene. Unity version : 20193. I also tested in an empty project and had the same issues. Let's say the player Sprite Atlas workflow. to Action<SpriteAtlas> callback. A Sprite Atlas stores a list of packable assets. This lets you move in and out of Play Mode while you’re iterating on content; you can run the game quickly as you work Apr 21, 2020 · Our project works fine with addressables version 1. AssetReferenceT<UnityEngine. LoadAssetAsync<IList<Sprite>>("MySpriteSheetAddress"); Oct 1, 2015 · Unity version: 2021. once I reload the scene and we repeat the cycle, not late binding will take place. A small amount of data in Resources Apr 11, 2017 · With the latest addressables (. Also referred to as a texture atlas Sprite Atlas is an asset created within Unity. 2 Lets say i have an Iron_Ore sprite in an Ore Sprite Atlas, and i reference it as an AssetReferenceAtlasedSprite on an Iron Ore item scriptable object. Is it make sure that the prefab refer sprite from the atlas correctly? Do I still need check "Include in Build" on the atlas asset? Nov 16, 2015 · 2. See in Glossary Atlas asset and how to Jan 23, 2019 · Hello, I'm in the process of moving our project assets to sprite atlases and use addressables to load them up. Select them and activate the addressables flag in the inspector window. It seems this issue happens in not only one situation. GetComponent<SpriteRenderer>(). That I understand. When I start the game in editor everything works perfectly. #1. 1 onwards will default to the Sprite Atlas A texture that is composed of several smaller textures. LoadAssetAsync<GameObject>("AssetAddress"); This loads the asset with the specified address. I tested out everything in the latest Unity 2019. Unity can call this single texture to issue a single draw call instead of multiple Oct 11, 2019 · VoodooDetective. If the sprites inside the atlas aren't explicitly marked Addressable, they'll be duplicated by whatever uses them. During the live session, I demonstrated various profiling tools that you can use to optimize a project’s runtime memory and build size. As far as I can tell, "Include in Build" doesn't literally mean "include a copy of the atlas in the built player This checkbox configures Unity to include the Sprite Atlas in the final build of the player and in AssetBundles. Unity creates the Sprite Atlas in the Assets folder, with the file extension . Although you can't control which AssetBundle contains the texture, the process is deterministic, so the same AssetBundle contains the texture through different rebuilds. LoadAll<Sprite>("tiles2"); and then assign a new one programmatically like this: this. AddressableAssets namespace, then call the following methods: Addressables. Library folder and all addressable related assets deleted after upgrade. 3 beta. Target scene from Addressables contains some UI prefabs that use sprites packed in Sprite Atlas. 2) both atlas sprites and atlases are addressable. You can load all the sprites from the Atlas with Resources. This comes along multiple warning messages "The referenced script (Unknown) on this Behaviour is missing!". Use AssetLoadAsync to load a specific sprite from an addressable sprite atlas…. Forums > Unity Community Discussion > Asset Management >. There’s so much content out there on Unity addressables that it can feel overwhelmingat Unity 2019. Methods. 13. castor76, Mar 25, 2020. Unity creates the Sprite Atlas in the Asset folder, with the file extension *. 5 (50%) and also assign it to med. 13 Addressables version Mar 5, 2017 · Using Unity 2019. My project setup: I have multiple prefabs which display UI content and which use sprites which are in different sprite atlases. Unity Addressables Benefit: Reduce Your Game’s Memory Pressure. If 'Use Existing Build' option was enabled, sometimes SpriteAtlases were missing. Group context menu To open the Group context menu and access group-related commands, right-click on a group name. ValidateAsset (System. LoadAsset<IList<Sprite>>("MySpriteSheetAddress"); Feb 13, 2015 · Joined: Feb 13, 2015. 38 and Addressables 1. Sep 5, 2020 · One of the main advantages of using sprites instead of plain textures is to benefit from the Sprite Atlas workflow. Apr 16, 2019 · var operation = Addressables. 15 -> 1. Here is a quick example: Addressables. Unity can call this single texture to issue a single draw call instead of multiple Oct 3, 2023 · When using TextMeshPro with UGUI, you can do this by adding the Sprite Asset to the MaterialReferenceManager after loading it from Addressables. The handles are being managed through a Race handle class Mar 26, 2013 · 9. Sprite Atlas properties reference. Whether AssetBundles are shipped with your base game or hosted and delivered from a remote content delivery network (CDN) like Cloud Content Delivery, Addressables helps you May 12, 2019 · For a while now, when I try to build Addressables it give me both "Failed to compile player scripts" and "SBP Error" and not build them. 2 has provided full support for folders as packable objects. (until second situation happens) 2. When you enable the experimental Sprite Atlas v2: It becomes the default Mode when you create a Sprite Atlas through the Assets menu ( Assets > Create > Sprite Atlas ). 1. A Sprite Atlas will use the texture settings as shown in the Inspector rather than those of the source Sprites. At the bottom of the Inspector, click + under When you use Addressables in a project, Unity recommends that you move your scenes and any data in Resources folders into Addressable groups and manage them as Addressables. The other two AssetBundles only contain sprite metadata and list the atlas AssetBundle as a dependency. Due to the automatic migration, you should make a backup of your v1 Sprite Atlases before First off I'm using Unity 2019. Sprite Atlas v2 is now the best atlassing solution we provide. 15f1 with Addressables 1. The Build Settings scene list must contain at least one scene. 6. @unity_bill for what it's worth I think this issue may have re-surfaced. Code For that, go to Window → Package Manager, as shown below: Unity Package Manager: Addressables. When you publish your game, you’ll be required on most platforms to specify the minimum hardware specifications your players must meet to buy and play your game. Set the Sprite A 2D graphic objects. Joined: Mar 1, 2014. xLeo, Nov 6, 2023. I'm using addressables to load scenes for our game. Sprite Atlas v2 brings support for Unity Accelerator and as of 2021. Oct 19, 2020 · My project is using Addressable sprite textures, with non Addressable SpriteAtlases. ‘Master’ is the default Type setting. Learn more. Was the workflow for loading sprites from an addressable atlas changed in this version, or is this a bug? Dec 17, 2019 · 古いバージョンのAddressables. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it. Animation = addressable. 5. Joined: May 12, 2020. reload scene. Sprite Atlas packs all of the sprites you referenced for packing into individual textures, and when Unity needs to render/reference one of the sprites you've packed, it will automatically load and use the sprite that is packed into the textures that was generated instead of the standalone sprite. 5, but with version 1. LoadAssetsAsync<Sprite>(locationHandle. But you might be confusedabout where to start learning Unity addressables. Aug 2, 2018 · Addressables - Unity Forum. 1 and newer, and will no longer be available as an option from Sprite Packer Modes from Unity 2020. leobilck likes this. String) The Addressables package has three build scripts that create Play Mode data to help you accelerate app development. 11 #Unity #Unity2019 #Addressables #SpriteAtlas #Sprite Dec 18, 2017 · Atlas = addressable. They work fine in Play Mode in Editor, but if I try to build the game I can't because this errors show up. DownloadDependenciesに変わりました。. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. g. (1. To create a Sprite Atlas, go to menu: Asset > Create > Sprite Atlas. lastlevel, Dec 1, 2020. Not sure about that, as we don't use any Apr 28, 2023 · In February, as part of my role as a senior software development consultant for Unity Accelerate Solutions, I led a technical webinar about the Addressables Asset System. AssetPathToGUID( AssetDatabase. So, through experimenting and observation I believe I now understand that Atlases, when included into Groups does indeed include the image into the package. I use the packed mode and set remote path. To load all sub-objects in an asset, you can use the following example syntax: Addressables. I've used the memory profiler and as far Saved searches Use saved searches to filter your results more quickly Jan 7, 2014 · 15. Padding is the number of empty pixels between packed sprites. 5. create Master_med atlas, link med_sprites and assign it to med. 16f1 Addressables 1. Issues: These duplications means sprite data will be duplicated in multiple areas in the Addressable build. Name. Release to unload your sprite. spriteatlas. But for this last step, I need to understand why this step exists. Jan 19, 2019 · Addressables: 1. I have addressables working, and I have everything on SpriteAtlases (2D only game) and I manually load/unload everything and it works fine. Whether you use direct references Fixed issue where Sprites belonging to a Sprite Atlas aren't assignable to an AssetReferenceSprite field. In some scenarios after loading a sprite atlas using Addressables, displaying a sprite from the atlas in an Image will display the entire atlas instead of the sprite. Is there a way to 'un-register' an atlas with the SpriteAtlasManager? In this crude example we load the sprite atlas when it is 'requested' by the engine. Before the packing process begins, these packable assets will be grouped and traversed to gather The Addressables package builds on Unity's Asset Bundles system and provides a user interface to manage your AssetBundles. Here I wrote down memory usage (total reserved) for the 3 scenarios: One of the AssetBundles contains the atlas texture and uses about 1500KB. I made variants of my atlases, and set their scale to 0. mh ev sp il nv mc wy um ya bh