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Dynamic load and unload texture atlas
For targeting multiple display resolution, I focus on using MultiPlatform Toolkit usage.
In which I found following statement in tutorial section for dynamically handling materials.
"Just remember to un-reference your Texture2D from your Material asset in the scene so the scene doesn't try to load the high res texture on a low-end device."
I just can't able to understand what statement trying to say? So please give some guidance on explaining meaning or if you have code then it become beneficial to me.
EDIT:
Also I want to ask about texture loading that author mentioned
myRenderer.sharedMaterial.mainTexture = Resources.Load("backgrounds/hugeTexture");
Here in the above code what stands for "myRenderer"?
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