ScreenManager for a scene with many screens and images

Hello everybody,

I want to build a scene with many screens for my game (mobile, iOS). Those screens need a lot of background images.

Because I am relatively new to these kind of things how would you build a ScreenManager for that?
Is it better to have every screen as prefab and Instantiate the screen that is needed and Destroy it afterwards? Because most of the tutorials have all the screens in the scene from the beginning and I am afraid of allocating lots and lots of memory because of the images (mobile game).

Or should I create the screens in the scene without the images and load the images when the screen gets active or something like that?

We are talking of about 20 fullscreen screens and every screen has a fullscreen image as background.
The game already exists as native app and has to be ported into a unity-only app without redesigning all the images.

Hope somebody can give me some advice :slight_smile:
Thank you,
Rob

You can go with “screen=scene” or “screen=prefab” approach. After a scene/prefab is destroyed, the resource memory will be re-used for resources of a next loaded scene/prefab.

Memory footprint for prefabs are relatively small comparing to full-screen textures.