Sprites vs texturesless Meshes - more texture memory with meshes??
I have a simple 2D silhouette style game in the making and I wish to optimize it as much as possible. In order to do so, I decided to change a whole bunch of sprites to meshes with a simple GUI/text material (I use that because it works with the sorting layer system using some script). A sprite's size is always bigger in the explorer and is way bigger in the inspector as Unity adds on top of it. Mesh resolution around 120 vertices at most, lot of cases around 40 vertices. So I changed a lot of sprites to meshes and to my surprise the used texture memory was higher as opposed to my old only-sprite setup. Note that when I say "change sprites" I meant I changed all of the instances of a given sprite so it was completely removed from the scene. I send my two screenshots, The one where I used up more texture memory belongs to the mesh setup. I'd like someone to explain me why this happens and how to get around it? Also, does it worth now to use those mesh planes instead of sprites?
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