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Question by $$anonymous$$ · Nov 19, 2017 at 10:36 AM · spriteassetbundleresourcesatlassprite packer

Managing your sprites in a project question.

Hello guys! Im creating a game and currently working on optimization with sprites. After researching some time i came up with some solutions, but i still have some questions.

1)If i use separate textures and use them it increases draw calls, which is bad. Solution: Use sprite atlases or legacy sprite packer.

1.1) Sprite atlas gives you an opportunity to assign atlas to gameObject and use those sprites at runtime so you dont need Resources or AssetBundles),but it doesnt reduce draw calls if sprites are in separate textures(so what is the main reason of using altas from Unity 2017 ?)

1.2)Using sprite packer reduces draw calls to zero, but how can you load them runtime? You cant use them in resource folder, so only using asset bundles.

What are best way to use sprites, so you can have less draw calls?

What is the optimal draw call count, is 31 draw calls too much on Android?

How many tris and verts is optimal for Android?

What is the main reason to use Resources instead of AssetBundles? Resources increases your game size, and messes other stuff, unity also doesnt suggest to use it https://unity3d.com/ru/learn/tutorials/temas/best-practices/resources-folder

Thanks in advance!

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