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Question by PetrasR · Mar 14, 2019 at 11:30 AM · optimizationspritesloadingmemory

2D, how to reduce scene (sprite) loading time?

hey, [2D]

I have a scene with twenty (20) 768x768 sprites.

All sprites are: images[].SetActive(false);

Only one at a time is: images[thisOne].SetActive(true);

I load my scene with: SceneManager.LoadScene();

When I load the scene on some older devices (like iPad 3 or Samsung Galaxy S2) it takes about 2 sec to load.

It loads fast on newest devices.

But it's only 20 sprites, one displayed at a time with no animations!

I played around with asyncUploadTimeSlice (now at 2 -> 4) and asyncUploadBufferSize (4 -> 32) in settings, but didn't help a lot.

Obviously I want these scenes to load fast on older devices also.

Tested like this: removed some of those sprites -> scene loads much faster depending on how many I removed.

Textures are non-power-of-two (NPOT) (not ideal compression for devices).

I'm still a noob at this, so any pointers from pros on how to reduce this loading time would be really helpful.

Worst case I would be willing to increase game load on game start, to reduce the scene with the sprites loading time, but not sure how to do this also (something to do with preloading)?

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