We have memory pressure problems on some iOS devices. Many collections have been optimized already, but the inability to unload atlases without destroying sprites keeps us from effective memory management.
I got an idea about this kind of hack:
* use "Loadable Asset" in collection settings
* add vars "originalSpriteName" and "originalCollectionName" to tk2dBaseSprite
* cache current name and collection to them
* switch the sprite to some tiny placeholder sprite from tiny collection
* references to the original atlas are gone now
* Resources.UnloadUnusedAssets();
* reload original collection and sprites on demand with tk2dSystem.LoadResourceByName<tk2dSpriteCollectionData>(collName) and SetSprite
Will it work? Thanks.