Lets say I have 10 assets that will be used within 10 different levels. In each level the assets will be rearranged. I’d like to just build the 10 scenes, but my question is does having multiple scenes, even though the assets are re-used, increase game file size? I wouldn’t think that it would, but need a second opinion.
If you are using prefabs for the objects and not adding anything extra to the scenes. Then the file size should only increase by a few KB.
What about prefabs? Lets say I just make one scene, but then create 10 prefabs that have the same assets just in different positions,and then load the various prefabs. Would that be more efficient and keep a better file size than 10 scenes?
The size of a scene, by itself is really small and using prefabs keeps the size down as well.
Maybe if you could explain what it is you want to save space for (iOS, Web deployment) I might offer different advise.
My last game had 138 scenes and 40-50 prefabs in each scene and it weighed in at 14.2MB (iPhone basic)
You answered my question. (it is for iphone). Thanks.
Glad to help. I think.
Wow, just wondering, how hard is it to manage such a big number?
TBH, it was easier to do it that way then to have a few big scenes. It also made debugging a hell of a lot easier.
The game i’m working on now will have probably 3 scenes (MainMenu, all the game levels and a highscore table) but the same amount of levels because it is easier to script the changes with this one.
Either way is fine, but I tend to go with whatever makes my life easier ![]()