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Question by monkeyThunk · Aug 10, 2014 at 09:46 PM · scenememorymanagement

memory management strategy

My project is an interactive book with large full screen textures for each page background.

Currently each page is a game object and when I change pages I deactivate the current and activate the new.

Would it be better to make each page a scene as far as memory usage on iOS and Android devices goes?

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avatar image nesis · Aug 10, 2014 at 10:30 PM 0
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$$anonymous$$ake a mockup and test the difference. It's probably better to keep 3-4 page GameObjects in memory while loading and unloading their textures as needed.

avatar image monkeyThunk · Aug 11, 2014 at 02:16 AM 0
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That's a very practical suggestion, and I appreciate your response. But how did you come up with that estimate?, I would love it if I could find some documentation on how memory is handles as far as:

1) Activating / Deactivating GameObjects 2) Loading / Unloading Scenes

I've tried searching and failed to find answers, but it seems fairly basic and important to understand.

Thanks again!

avatar image WhoRainZone1 · Aug 11, 2014 at 02:21 AM 0
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A quick test with task manager and the scene hierarchy showed me that I get like 5mb ram back as long as my ocean mesh GameObject is deactivated, so I guess that this should do the trick.. I have no experience with mobile games tho

Cheers, WRZ

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