Yes -
actually got that to work -
so like this basically -
[ExecuteInEditMode]
public class SetupAtlasResolutions : MonoBehaviour
{
public GameObject dummyAtlas;
public GameObject replaceWith;
// Use this for initialization
void Start ()
{
UIAtlas uiatlasDummy = (UIAtlas)dummyAtlas.GetComponent(typeof(UIAtlas));
UIAtlas uiatlasReplacemet = (UIAtlas)replaceWith.GetComponent(typeof(UIAtlas));
uiatlasDummy.replacement = uiatlasReplacemet;
}
}
and then you can use the dummy atlas in the editor and select sprites from the replacement - cool
