For example, I have a relatively large image of the player displayed at all times in my game (500 x 1000 pixels or something). My player is able to change their outfit in my game. Is there any reason I shouldn’t just have all 100 different outfits of the player as disabled objects which I can enable based on which outfit the player has chosen? For still images like this, what kind of increase in memory load would I be looking at? Does having 100 large images in every scene, even as disabled objects, have some kind of significant performance impact?
Would it be more worth to instantiate an outfit image pre-fab and destroy it whenever the player picks a new outfit?
Would the answer change if the image were changing semi-frequently? For example, the player image might change if they’re getting hit by an attack which could happen quite frequently. If the player image (again, about 500 x 1000 pixels) changed every second, would it still be alright to just enable/disable a player image from a list of hundreds? Or again, would it be better to instantiate/destroy?
Thank you for your time!