I'm developing my first Unity point-and-click game using Adventure Creator and I'd like some advice for best practices regarding memory usage for 2D games.
I have developed one scene which contains a large background graphic (wide-shot of a room), with inventory items and other graphics (furniture, like a desk) above it. The user can click on a hotspot on the desk to interact with it. Since the user will need to see the desk close up and in more detail, I used a Camera-Switch action to change the view to another large background graphic of the desk close-up with drawers, etc. I have several of these large background graphics in the scene, each with its own camera focused on it.
My question is: When the user needs to interact with the close-ups should I be changing scenes instead, or using the Camera-Switch action as I have now? I'm concerned that there might be memory issues since there are several large background graphics in my scene (close-up of the desk, close-up of the TV, close-up of a cabinet). I started using this method to save the user from having to wait between scene changes but maybe this isn't a good method.
Any suggestions from seasoned developers would be greatly appreciated!
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