Ok so I have one Main Atlas set as a reference atlas. And setting the reference to an SD, HD, 4X atlas depending on screen resolution. It all works great, except for one problem. For some reason, ALL 3 textures are loading into memory even though I only have 1 being pointed to by the Reference Atlas, and I even clear that before building. I have written an editor script to iterate through all sprites in my scene to be sure none are referencing the non-reference atlases.
I am stumped, the only way I can get my memory to free up, is to physically remove the atlas's from the project, but as soon as I put them back in, memory is used up again. This is obviously bad because the 4X atlas alone takes up 64MB of RAM, unacceptable on low end devices. I have no idea what is referencing the other 2 atlases to cause unity to load them. The app is definitely using the right atlas as far as what sprites are visibly shown, so the other textures are loading but not being used for anything.
Would appreciate any help on nailing down why this is happening or how I can debug this. Thanks!