Sorry if I wasn't clear. Yes, we are using reference atlases and fonts to do the resolution swapping. The issue is that we have lots of UI elements inactive in the default state (how we save our scenes). If we do the atlas/font swapping in the default state, all the inactive sprites/labels don't get updated to the new atlas/font. Last night, I implemented the crazy scheme I was asking about (traversing the hierarchy, finding all the inactive sprites/labels, recording the inactive sprites/labels to Lists and activating them, doing the atlas/font swap, the returning those sprites/labels to inactive). It takes a few millisecs when the scene is loaded - but everything gets updated properly.