Hello Unikron,
Having a mysterious problem.
Our build machine -- which grabs a pristine version of our game from SVN and builds target players from scratch -- is producing builds where a specific (very important) Sprite Collection is rendering with a bunch of mystery junk visible. This is true in both in our iOS and Steam builds. If I pull a fresh check-out from SVN and run the game in the editor, the problem is there too.
I don't know how better to describe this, so please have a look at the attached image.
As you can see:
- The image in the generated SC atlas PNG is pristine.
- It does not appear to be indexing out of bounds, it's just drawing garbage of no origin along with the correct artwork.
I can "fix" this by rebuilding the SpriteCollection. It has NO effect on the SpriteCollection PNG data or the material. It DOES, however, touch one line in the SpriteCollectionData prefab (also shown in the attached image).
Umm, so what the heck IS a buildKey anyway, and why would it change, and why would it have anything to do with this problem?
Now, the one bit of potentially useful information I have for you is that this particular SpriteCollection recently went through a change. It was previously a PNG Atlas, and I changed it to a Unity Atlas (for the half-second of load-time increase that might grant us in our iOS build). The TextureImporter associated with the Texture2D is setup properly. There is no compression enabled or anything of the sort.
I have briefly noticed this in other, similar SCs -- rebuilding generally has "made the problem go away." We're < 2 weeks from ship and I don't like mystery problems this close to the end. Any ideas? Any way to make this NOT happen again?
Thanks in advance for the support!
David