I’m making a space shooting game where each “galaxy” has its own background & enemies. Now, if I have controllers where a prefab of every possible background, enemy, projectile, audio & fx is stored, but only X amount of them are actually used (based on the “galaxy” selection), what is the best way for loading a scene where only the objects I want to use are taking up memory?
It’s my understanding that inactive game objects in the scene and objects in the scene that are referencing prefabs are still being loaded, the sprites and everything, correct? Is the only way around this having a scene for each “galaxy” or is there a way for a controller to create everything from all possible choices without any unnecessary overhead?