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One atlas per scene or one (larger) atlas across multiple scenes?
I'm making a relatively simple game for mobile with only 5 scenes (SplashScreen, MainMenu, Loading, Game, Win) and limited art assets. This means I can potentially fit all my art for the entire game on one or two atlases at 1024x1024 (and the material/shader would be Mobile/Particles/Alpha Blended for all).
So at this point I'm wondering, what's the best way to go. Using one atlas per scene, but repeating some reused textures, such as fonts and UI elements. OR use larger but fewer atlases that are used across all scenes but potentially loading larger textures than needed for a specific scene?
In essence, I'm wondering, does Unity have to reload the textures between every scene change or does it keep the texture in memory if it knows it's going to use it again on the next scene?
Much appreciated!
Anything? I'd be very helpful if anyone could give me a little insight on this.
One atlas per scene seems to be better, keeping memory usage at a $$anonymous$$imum.
Thank you $$anonymous$$ryptos! This would mean that the fonts I use, I would have to put on all the atlases repeatedly since I have text in all the scenes. Essentially having something like 5 512x512 atlases ins$$anonymous$$d of 1 1024x1024 atlas.
Still, I think you're right and it would also help keep things slightly cleaner in terms of texture organisation.
For the font I would recommend to use a separate atlas with mipmapping disabled. Therefore you could use this atlas for all your scenes with the extra cost of one draw call.
Hmm, interesting. Well, I have mip-mapping disabled on all my textures since it's a 2D/orthographical game and I don't change the perspective or distance the objects are rendered at. $$anonymous$$y understanding was that then I don't save any rendering performance with mip-maps and ins$$anonymous$$d I save some memory usage by disabling them.
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