public UVAdjuster_Atlas(MB2_TextureBakeResults tbr, MB2_LogLevel ll)
            {
                textureBakeResults = tbr;
                LOG_LEVEL          = ll;
                matsAndSrcUVRect   = tbr.materialsAndUVRects;

                {
                    compareNamesWhenComparingMaterials = false;
                    // This is an option if using addressables.
                    // At runtime the materials can be different instances but are the same material.
                    // We replaced this hack by adding the primary key (path to material asset) in the textureBakeResult
                    // User can use this key to find the runtimeMaterial. However somebody could be using something other than
                    // the path as the primary key. Could fall back to using this.
                    if (MBVersion.IsUsingAddressables() &&
                        Application.isPlaying)
                    {
                        compareNamesWhenComparingMaterials = true;
                    }
                    else
                    {
                        compareNamesWhenComparingMaterials = false;
                    }
                }

                //count the number of times a material appears in the atlas. used for fast lookup
                numTimesMatAppearsInAtlas = new int[matsAndSrcUVRect.Length];
                for (int i = 0; i < matsAndSrcUVRect.Length; i++)
                {
                    if (numTimesMatAppearsInAtlas[i] > 1)
                    {
                        continue;
                    }
                    int count = 1;
                    for (int j = i + 1; j < matsAndSrcUVRect.Length; j++)
                    {
                        if (matsAndSrcUVRect[i].material == matsAndSrcUVRect[j].material)
                        {
                            count++;
                        }
                    }
                    numTimesMatAppearsInAtlas[i] = count;
                    if (count > 1)
                    {
                        //allMatsAreUnique = false;
                        for (int j = i + 1; j < matsAndSrcUVRect.Length; j++)
                        {
                            if (matsAndSrcUVRect[i].material == matsAndSrcUVRect[j].material)
                            {
                                numTimesMatAppearsInAtlas[j] = count;
                            }
                        }
                    }
                }

                /*
                 * runtimeMat_2_buildtimeMap = new Dictionary<Material, Material>();
                 * for (int i = 0; i < matsAndSrcUVRect.Length; i++)
                 * {
                 *  if (matsAndSrcUVRect[i].runtimeMaterial != null)
                 *  {
                 *      runtimeMat_2_buildtimeMap.Add(matsAndSrcUVRect[i].runtimeMaterial, matsAndSrcUVRect[i].material);
                 *  } else
                 *  {
                 *      runtimeMat_2_buildtimeMap.Add(matsAndSrcUVRect[i].material, matsAndSrcUVRect[i].material);
                 *  }
                 * }
                 */
            }