Hi,
This is probably a unity issue.
And probably on the 2nd screen that has a bigger loading time.
What are the sizes of your sprites? do you use compression?
how are you loading them?
When you click on them how are loading the new scene?
Also try to look in the unity forums/answers for performance issues.
are you using Single sprite images or multiple?
Hi,
it's single sprite,
the size of each sprite are
2048x2048 pixels,
total are
7 sprite files where each has average
500Kb,
every sprite has average size of
100x150 pixels,
How are you loading them?i have 26 alphabets, where i place 2 object category (
sprite and
sound ) for every alphabets, so total of Array will be
2 x 26 = 52 Array (not including another array for program control)...
in one array, maximum sprite to insert are 5 sprites, example like below :
Do you use compression?i'm not sure, it's using default from TexturePacker =
RGBA8888How are loading the new scene?it will open new scene by detect alphabet number from previous scene, then getting sprite and sound from array then loaded to current scene (3d objects), however, i've cut all flow and leaving only 1 state, but it still slow...
any idea ?
nb: i still contact TexturePacker but still no response, someone has also give tips to reduce Sprite's size from 2048x2048 to 1024x1024...