Unity图集相关信息,比较零散,先记录:
1.【unity游戏开发】图集整理策略 https://zhuanlan.zhihu.com/p/90494264
2.unity性能优化之图集打包——Sprite packer 和 Sprite Atlas 使用总结 https://blog.csdn.net/weixin_36961960/article/details/86707085
3[Unity3D]如何查找Prefab内引用了哪些Texture? https://blog.csdn.net/leomondream/article/details/106676385
4.Unity运行时动态图集的实现(转) https://www.jianshu.com/p/6ee894c08d91
5.Unity3D UGUI优化: 运行时打图集并使用(Using UnityRuntimeSpriteSheetsGenerator) https://blog.csdn.net/cyf649669121/article/details/81534183
6.运行时生成UI图集 https://zhuanlan.zhihu.com/p/72754694
7.unity图片显示整个图集 https://answer.uwa4d.com/question/5db00d39efeb9d3d55d15b83
8.Unity运行时检测Altas使用情况 https://www.cnblogs.com/zsb517/p/5787286.html
9.[unity] Sprite atlas 图集的坑 https://www.jianshu.com/p/c2f314cb7343
10.安卓真机上未显示图集内资源 https://github.com/smilehao/xlua-framework/issues/3
11.UGUI的图集处理方式-SpriteAtlas的前世今生 https://zhuanlan.zhihu.com/p/80584461
12.UGUI drawcall合并 https://blog.csdn.net/akak2010110/article/details/80953370
13.Unity2017的新spriteAtlas https://www.litefeel.com/unity-2017-new-sprite-atlas/#comment-28099 (比较有用)
14.图集重新删除AB包 https://www.jianshu.com/p/d396d3ca1ebd
15.游戏开发unity资源管理系列:SpriteAtlas的Include in Build的作用探究(下) https://www.pianshen.com/article/20201353735/
16.Unity3D:使用自带工具查看bundle信息 https://blog.csdn.net/iningwei/article/details/93595667