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Question by JOHNMCLAY · Jun 07, 2013 at 07:57 PM · 2dspritememoryatlasmemory management

Sprite/ Atlas/ Memory limit in 2D Mobile Games?

Hey everyone,

My group and I want to put together a 2D Mobile game (using EX2D) for our end of school project and we have some questions...

We were hoping to have characters (especially our main character) with 100s of sprite animations (average of 30 - 50 sprites per animation) and we were wondering what we should keep in mind while doing this!

Will this be too cumbersome for mobile devices? Will all those animations take a long time to load? Will this diminish in game performance? (Frame rate drops etc.) Where is the difference between having 20 sprites animations and over 200 on a character performance-wise? WIll the subsequent texture Atlas' diminish performance?

Many many thanks to anyone who can answer some of these questions and/or give us some insight into this! We're just not sure at the moment and want to be before we start! Again, thanks

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Answer by robertbu · Jun 08, 2013 at 03:32 PM

What you are looking for is a sprite animation solution that modifies the UV coordinates of the mesh. Most sprite animation solutions you find either posted to this list or out on the Unity Wiki animate by modifying the texture offset and texture scale of the material. A mesh UV solution is easy with third-party tools. EZGUI has a packed sprite class that will do the job, and I'm certain there are other third-party solutions. Doing it without these tools will take some research and work.

Once you have this kind of solution (and some test graphics), it will take 15 minutes to work up a test case for your target devices. My guess is that main issue will be the size and number of atlases you will need to support all your characters.

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Answer by JOHNMCLAY · Jun 12, 2013 at 06:14 PM

Hey Robert, thanks for your insight! :)

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