Sprite Atlas best practices in Unity 6
Sprite atlases combine multiple sprites into a single texture to improve performance by reducing draw calls and memory usage. The guide covers 10 common mistakes including wrong sprite grouping, wasted texture space, unnecessary full rect meshes, multiple atlas pages, and improper compression settings. It explains how the SRP batcher differs from dynamic batching and demonstrates the Unity 6 sprite atlas analyzer tool. Advanced techniques include master/variant atlases for multi-platform optimization, late binding for asset bundle delivery, and Unity 6.4's new runtime atlas creation for procedural content and modding support.