2D Toolkit Forum
2D Toolkit => Support => Topic started by: peterbrinson on July 21, 2013, 04:17:18 am
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My scene has 10 GameObjects, each a tk2dSprite. Each one is based on a unique sprite/image and everything is arranged carefully in the scene editor.
At scene start, there’s a 50/50 chance I want to swap each of these with a different set of 10 sprite/images.
I’d like to only load 10 images into memory as they are very wide and tall (png’s).
- If on ‘Start()’, I swap each of the 10 with different sprite/images, does that mean 20 images are loaded into memory, even for a brief moment? (I'm naive about how unused sprite/images unload, and if they do).
Btw, these images are mostly set up in sprite collections by themselves because they are so big.
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The sprites don't unload unless you destroy all instances of them and call "UnloadTextures" or Resources.UnloadUnusedAssets. As long as there is a reference to something in Unity, it will load in.
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Yes.
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I shouldn't have deleted my reply. I asked if loading a new scene also unloads unused assets. You can see his reply "Yes" above.