Hey,
Thanks for reaching out! It seems like Nate is not understanding one simple fact of working with Unity: It loads all references automatically!
Making a custom atlas loader implies:
- Dealing with texture references on your own (resources, addressables, etc.)
- Implementing your own validation (cannot find attachment because it's in a different skin? or is this an actual error because the current skin is broken?)
- Actually breaking editor workflow, unless you write a custom handling for that
All these things could be solved by adding that command line option and we as devs could suffer all those 200KB of duplicate data if we can avoid loading 90MB of textures