First of all asking before asking this question I have already read following post for the clearance of my mind.
I want to change my background texture as per device aspect ratio detection. For this purpose I have following code:
var newSprite : Sprite;
function Start () {
GetComponent(SpriteRenderer).sprite = newSprite;
}
Or another way to load sprite is :
Sprite myFruit = Resources.Load("fruits_1", typeof(Sprite)) as Sprite;
Using above code I can able to load new sprite as per my requirement.
But I want to reduce following disadvantage from this.
At present basically I set background sprite of 960 x 640 for iPhone 4 and its get loaded.
After that I change my background sprite to 2048 x 1536 as I detect the device with iPad Retina display. So another texture get loaded.
I want this process to happen single time so how to manage sprite texture in correct way.
Also thanks for your attention towards this question.
Thanks for your answer and knowledge sharing. Now I got my concept clear. If you have more knowledge regarding this then I have added some more questions related to similar topic. So please provide your suggestion for that also.
– siddharth3322