I’m familiar with the Resources system and have been using it to “reskin” the UI of a game for a while. All of the textures associated with each skin reside in Resources and are loaded at runtime depending on the relevant skin, so that several large textures that aren’t being used don’t reside in memory.
However, I just came across this page in the Unity documentation, which with its instant recommendation of “Don’t use it.” seems to imply that I’ve fallen for a trap.
What is the recommended way to handle cases like UI skinning, wherein one of several sets of large textures could possibly be seen at any given time, but I don’t want all of these textures to exist in memory at the same time?