Instant Games updates; New Playable Ads exporter; Bug fixes.
You can already view spritesheets in the editor (Project -> Tools -> View spritesheets), and adjust how they're generated using the max spritesheet size setting.
TBH some of the Playable Ads restrictions are pretty bizarre! e.g. I'm not sure why everything has to be in one file, when that makes it bloated and less efficient - if you want efficient transmission, HTTP/2 can send everything down one connection... and why would the size limit be uncompressed? Do they not compress the file before sending it...? If they cared about efficiency they should say "use HTTP/2 and use compression"...
Ahh thanks! I forgot about that :)
Dude... I know it! I scratch my head all the time with FB and an their inlined approach. FB is by far the worst that I have encountered in terms of optimization BUT, from an advertising standpoint, it's the most effective. Thanks again for this!