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Best practices for large background image on mobile?
I am making a 2D game for mobile. The camera will move in all directions but primarily vertically, so I may use tiling horizontally but not vertically. I am currently using a single long quad as my background plane with a fairly high resolution image mapped to it. This works but I need it to always be in the background and non-sprites do not have an 'order in layer' parameter. i can set all other objects to be higher than 0 but I was curious about my options.
Is it possible to adjust the 'order in layer' on a quad? Would it be better performance wise to use a single large sprite? Should I split it into multiple sprites and multiple images? Would a compressed POT image be beneficial here? What about using a UI as a background, is there any advantage to that as opposed to a sprite?
Thanks for any insight!