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Question by webe · Feb 17, 2015 at 01:46 PM · gameobjectsprite

Can you use sprites without using GameObjects?

I am working on a turn based startegy game for android devices, the maps consist of tiles. I have the entire level data stored in a 2d array (where the water is, where mountains are etc..) The sprite used as background is just one single image, diveded into squares, so each tile does not have it's own sprite.

The problem is that I want to be able to generate random levels, and for that I need to use one sprite for each tile. The only way I can think of is 'Instanciate', but on a 50x50 level, the program would have to handle an extra 2500 gameobjects. My understanding is that 2500+ gameobjects are way to much (especially on mobile devices), even though they would basically have a SpriteRenderer and nothing else.

Is there a way to use sprites that but don't attach them to a gameobject, or is that just wishful thinking? How would you implement it?

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avatar image Baste · Feb 17, 2015 at 01:57 PM 1
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You should be fine, I believe. Objects that are not on the screen are not drawn - which means that as long as there's no scripts, colliders or rigidbodies attached to all of the offscreen sprites, their performance impact should be $$anonymous$$imal.

The best way is to test it - make a simple game where you have 2.5k sprites spread out, but you can only see as many at a time as you think you'll see in your actual game. Test the performance on a mobile device. Compare to doing the same thing on the same device without all of the offscreen objects.

avatar image NoseKills · Feb 17, 2015 at 03:04 PM 0
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Or take the maximum amount of these tiles that can be on the screen at the same time, make a pool out of those and recycle them as they enter and exit the view.

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