Updated: As I mentioned below, I had a bug that makes me think I was misinterpreting what I was seeing and probably invalidates this, so please ignore this for now.
Hi there. When I'm using PNG atlases I'm seeing a very large momentary memory spike when my atlases are loading (please see attached screenshot), which unfortunately is enough to exhaust memory and crash some iOS devices. When I use ordinary uncompressed Unity textures I get a much smaller spike.
Is that expected, and is there anything I can do about it? I was thinking it would be due to the data being shuffled from native to managed and back to native again, and I'm considering writing a Unity plugin that would load the textures using native code instead. Do you think that would help with the memory issue?