So in my current 2D project, I have multiple pools of prefabs that each hold around 50-80 objects. I have already implemented the pools so that im not instantiating hundreds of objects over and over and causing GC problems. My question revolves around the sprites. The prefab has a script, which has a couple public sprite[ ]'s in it and those are assigned to the prefab in the inspector.
I’m not at home to test it, but how does unity handle the images? Am I basically creating 80 copies of the same sprite in memory, or is it just using a single texture loaded in memory and using that? Would I be better off having my main gameplay script have these images as public and the prefab objects getting their sprites from that script?
Another question, on shuriken particle systems… if I leave max particles at 1000, is it reserving enough memory for 1000?
Yes.
–Eric
Thats what I thought, was just trying to tweak performance… noticing some slowdown in the project so… thanks!