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Question by jay_neb · Sep 21, 2016 at 01:00 PM · androidloadingresources.loadsprite packertexture compression

Level loading taking much longer on Android than on iOS

I'm developing a 2D game in which there are 4 different characters. Each character's body part is a separate sprite so that they can be layered and coloured appropriately, and each character has 5 different animations. I have packed all the sprites into sprite packs so that each character animation has a separate sprite pack. For each character's animation, I have created an animation clip of that body part with all the frames needed for that body part's animation. When loading a level, I load all the needed animations into a pool (using Resources.Load) and assign them to characters appropriately.

The problem: Loading a level is taking very long on Android (about a minute), even on high-end devices while it only takes 5-15 seconds on iOS, even on older devices such as iPhone 4 or the first iPad Mini. I have tried compressing the sprites using ETC1 + Alpha among other things but I can't figure it out. Could it be that Resources.Load is slower on Android? Or that I need to pack and/or compress the sprites in a different way?

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