Hello all.
I have a doubt. Currently I have a GUI that runs on iphone3GS,4 4S and iPad. I dont´use mipmaps for gui textures, and using a 2048x2048 textures on the iphone3GS enter on performance problems.
So I decide to use three versions of the textures (with difference resolutions). MikaMobile shows how to do it in this post http://forum.unity3d.com/threads/78154-Supporting-Multiple-iOS-Resolutions-(iPad-iPhone4-3GS)?highlight=DynamicTextures , but I have a doubt with this:
When I build the game, Unity takes all assets that are referenced, so If I use Resources.Load in order to load one version of the texture, it´s possible than the texture is not included on the Resources, and the device can´t load it.
So I can use a public var on my script in order to unity takes this texture to pack it. But if I reference the texture with a public var, Does it consume RAM? in other words, is it loaded if it´s not pressent on any material?
Thanks in advance