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Description
A sprite atlas is loaded once by AnimationRenderComponent and shared by all Entity instances representing the same game element, but the sprite atlas is disposed when the first entity using the AnimationRenderComponent is disposed.
Example
If you have Entity objects representing enemies, you want to be able to dispose of an enemy that no longer needs to be on the screen. Disposing one enemy object currently disposes their atlas, which is shared with all the other enemy objects. So all the other enemy objects fail to render.
Solution Options
Look into whether the atlas disposing can be moved out of the per-entity code.
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bugSomething isn't workingSomething isn't working