Loading Tip Textures - Cause Memory Issues

Hey Guys,

Currently I have a game scene that has a level manager which contains around 20 level prefabs. Each level has a tip screen which explains new puzzle mechanics introduced into the game.

These tip screens are 1024x768. I have been using GUI mode on these textures because if they are compressed they look blurry.

The problem is the scene will only load 1 level, but it seems like unity is loading all the loading tip textures in regardless and causing the iPad to crash from low memory issues.

So basically there is a level manager with an array of level prefabs which link another loading tip prefab along with other level specific data.

What is the best way to handle these level prefabs so they dont all load when the scene starts and crashes the iPad even though only 1 level tip is required when that scene is used.

Thanks in advance!
Pip

Well first of all I would not make 20 unique 1024x768 images for explaining one new technique.
I’m sure there would be ways of using a more modular system where you recycle certain parts of these screens. Like borders, items, stuff like that.

That’s obviously not the programmer’s answer you might drive for, but still something to think about, imo. Because having 20 1024x768 pictures or only 4 with some modular system is quite a difference to have anyways :o

I agree that tip screens should be built from pieces or few basic template images where text and some logo/symbol images are changed. Full images take disk space, require more memory (if showing multiple during load) and increase loading times.

If you want to have full unique images anyways then you should not reference them from anywhere in unity inspectors (because then unity will auto load them) inside same scene. Use Recources.Load from code to only load the screens you want to show.

Thanks guys. Resources.Load was the fix I ended up using.