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Question by abrown252 · Mar 08, 2015 at 01:33 AM · 2dtexturespritemobileoptimisation

2D optimisation - mobile devices

Hi All,

Thanks for taking the time to read this.

I was looking for tips on 2d optimisation; my game when running on iOS devices does so with extremely high memory use, even though the textures I use are relatively small. To put this into perspective, the entire asset folder for my game with assets for all scenes is only around 30MB, whereas just the first scene runs with allocated memory of around 300MB! I am using sprite sheets, have applied static batching to most of my sprites, used the appropriate compression, and still nothing works. I am wondering whether it's the assets at all at this point.

I have read about minimising the use of the alpha channel on iOS devices, but was wondering just how much of a difference this makes?

Any tips would be useful here, I am running out of ideas!

Thanks in advance,

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