What to choose? one or more scenes (mobile mini-game)

Hello. I often cannot choose exactly which game development option to choose -
One scene or multiple scenes.
The problem is loading the scene (long time). I want all transitions without delays. (Mobile game for android). Loading scenes asynchronously does not solve the problem because the first load is still long.

The game has three mini-games, a shop, a menu scene, a score table.
Each mini-game has its own background and visual objects + animations.

What’s better? Three scenes + a menu scene or in one scene one SetActive(true) mini-game, the other two games+ UI menu SetActive(false). Moving from one mini-game to another - reload the scene (to make it easier to programmatically initialize the restart). Transfer data after reloading the scene what to open - using Static data types.

Is there a load in the scene when there are many disabled visual objects in it? SetActive(false). If I understood correctly, the camera does not render them and everything is fine.

Haven’t published to mobile much, so not sure if this can reduce file size there, but have you looked into setting your textures to compressed quality?

None of the above.

Create a GameObject, put persistent data into it, and flag it with “Don’t Destory On Load”
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html

And here you go. It will survive reloads.

1 Like

I separate my level assets into scenes and load additive async and unload when I’m done to load the next. Just my preference but I like it a lot. So I have a lightweight lobby/hub scene, can load in/out menus for different game modes, load and setup their particular levels and rules, and I just stay in the hub scene the entire time.

edit:: but sounds like you have some big scenes. But it’s likely a big delay when switching non async too? Might split scenes further and just load the relevant parts depending where they move?

1 Like