Quick answer: Unity SpriteAtlas displaying pink/magenta textures the first frame after a scene load? Late binding hasn't resolved - preload via SpriteAtlasManager.atlasRequested.

Scene loads, players see one frame of bright pink before sprites pop in. SpriteAtlas is marked Include in Build but the binding is asynchronous.

Preload before activation

SpriteAtlasManager.atlasRequested += (tag, cb) => {
  cb(LoadAtlas(tag));
};

Hook the request event before any sprite tries to resolve. Synchronously hand back the atlas to defeat the one-frame delay.

Set Include in Build

For built-in atlases, ensure Include in Build is checked on the SpriteAtlas asset. Otherwise Unity treats it as late-bound and triggers the request event for every sprite.

Disable LateBindingMode

For Addressables-managed atlases, set the atlas to Master Atlas and reference it directly via an AssetReference. Eliminates the request roundtrip.

“Pink texture = missing shader OR missing late-bound atlas. Check both.”

Use Addressables groups to bundle atlases with their consumers. The atlas loads alongside the prefab that uses it - no late binding involved.