Hi!
We are using 2D Toolkit and have A LOT of high res sprites.
Our current scene loading setup is sort of odd and buggy. I don't want to waste too much of your time detailing things but basically....
To get memory back at the end of each level we had to manually find and destroy everything, then load a "blank" scene that just loads the next.
I'm in the processes of changing things up and trying to figure out the best ways to do so. I'm posting here looking for some 2dtk specific info but any general advice on how to approach stuff would be great.
The new plan is still being worked out but....
All of our scene specific sprites are in their own collections. And all of our sprite objects are prefabs, which use PoolManager to pool instances. We have multiple spawn pools, one for persistent objects that are used though the whole game, then each scene also contains pools specific to that scene only.
At the end of each level we want to be able to destroy the previous spawn pool, along with all of it's sprite object prefab instances. And then LoadLevelAdditiveAsync the next scene which starts up the corresponding spawn pool.
I guess my question is, is there anything I need/can do to ensure that the atlases I no longer need are not taking up texture memory? And do you have any general experience/advice/input?
Thanks!!