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Discussion On Using Sprite Atlases

Discussion in 'Addressables' started by TheHeftyCoder, May 27, 2023.

  1. TheHeftyCoder

    TheHeftyCoder

    Joined:
    Oct 29, 2016
    Posts:
    91
    Hello people, I am currently making a card game. I initially loaded the artworks as drag n drop textures on the loading system I've made. Each artwork might be around 1MB, but can decompress to around 2MB's in memory. My current system forces all of the textures to load at the start of the game, which means I'm increasing memory usage with each new artwork I'm adding.

    I thought to solve this with Addressables, locally. If anyone is capable on some insight, I'd really appreciate it.

    1) Should I worry about calling load / release multiple times? (i.e in my deck edit, a max of 9 cards are shown (there's a recycle system). If someone is scrolling really fast, I'm worried that loading won't be able to catch up with visuals. Is that something to worry about, especially in mobiles?

    2) Do I have any benefits by bundling all the artworks in a Sprite Atlas, then using Addressables to access each one? Does this minimize loading since all the textures are compressed together?

    Thanks for the insight!