Has anyone experimented with including atlases as PNGs in the unity build, by having them as resources with .bytes extension. Then using Texture2D.LoadImage to load them at runtime(
http://docs.unity3d.com/ScriptReference/Texture2D.LoadImage.html) and use as a atlas texture.
This would bring my built size down by an order of magnitude, since I have all atlases as uncompressed 16bit RGBA, and I have a lot of them (1 per level). The reason I have that many atlases is I have a custom build step which goes over all the sprites in the scene and creates a scene specific atlas only containing the sprites used in the scene, I do that to collapse drawcalls atlases and minimize runtime memory overhead. But the flipside is my build balloons in size.
I am going to start experimenting with loading .png.bytes at runtime and I just wanted to check if anyone had gone down a similar route.