So it appears in the profiler that whenever one of our sprite animations is played for the first time, it causes a spike on the CPU as the sprite atlases are loaded into memory. This can cause a noticeable performance issue when multiple of these sprites are trying to be read and loaded. So I assume the best way would be to cache the sprites at the start of the scene but there doesn't appear to be any way to do that that'll consistently work properly, especially for sprite atlases.
Are there any ways to preload a sprite atlas or sprites used in a sprite animation so that it doesn't cause these horrible CPU spikes?
