What am I suppose to use instead of Unity Resources if I have to load and unload sprites at runtime? The 2019 Stack Overflow Developer Survey Results Are InCreating a content pipeline for a UnityHow heavy is a scene load in Unity assuming all referenced objects are in memory?Using .svg in unity(2D)Unity3d Resources.LoadAll<Sprite> empty arrayPerformance Optimization for 2D game developed using Unity 3D game engineAre loading screens more important than they appear to be?How do I run code for a period of time and then return to normal behavior?Unity: SpritePacker Atlas with Dynamic AccessLoading encounters and collisions questions within 2DHow should I organize 2D sprites?

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What am I suppose to use instead of Unity Resources if I have to load and unload sprites at runtime?



The 2019 Stack Overflow Developer Survey Results Are InCreating a content pipeline for a UnityHow heavy is a scene load in Unity assuming all referenced objects are in memory?Using .svg in unity(2D)Unity3d Resources.LoadAll<Sprite> empty arrayPerformance Optimization for 2D game developed using Unity 3D game engineAre loading screens more important than they appear to be?How do I run code for a period of time and then return to normal behavior?Unity: SpritePacker Atlas with Dynamic AccessLoading encounters and collisions questions within 2DHow should I organize 2D sprites?



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








3












$begingroup$


I recently read this guide posted in the Unity website about Resources. It is clear from the get-go that it is discouraged to use Resources unless you are prototyping something.



My game is like a 2D RPG, and it has over five thousand monster sprites (yes, a lot). As far as I'm concerned, it makes perfect sense to put all the sprites in the Resources folder, and just load the ones that I need (using their name) when a battle starts and then unload it.



The Unity article makes one point that may support my approach:




Generally required throughout a project's lifetime




Well, I'm not so sure about it - in a single game session it's entirely possible that thousands of those sprites will not be used at all as the player simply doesn't encounter those monsters.



The article goes on to talk about why is it discouraged to use Resources:




This operation is unskippable and occurs at application startup time
while the initial non-interactive splash screen is displayed.
Initializing a Resources system containing 10,000 assets has been
observed to consume multiple seconds on low-end mobile devices, even
though most of the Objects contained in Resources folders are rarely
actually needed to load into an application's first scene.




And it is indeed true - my game does in fact take several seconds to load on some low-end devices, especially Android. And it is also true that none of those sprites of mine need to be loaded at startup.



So I am willing to stop using Resources - but I am at a loss now: the article doesn't mention a reasonable alternative to this.



Here are the (unreasonable) approaches that I have thought of:




Create a component with a collection of all the sprites, that way they are all loaded without using Resources.




Yeah but I have five thousand sprites. This sounds extremely tedious.




Same as the previous suggestion, but use Texture Packer or something similar to pack lots of sprites into different sheets - this way I have to do less work.




My sprites are large and packing them won't be a huge help - I'd still end up with a thousand or so sheets.




My point is, I just can't have 5000+ sprites preloaded. I need to load them at runtime via Resources, but Unity clearly discourages it. Is there a solution to this?










share|improve this question











$endgroup$











  • $begingroup$
    Are all those 5000+ monsters really unique? If any of them are just palette swaps of each other then I would recommend to use the same sprite asset and do the recoloring at runtime using a sprite shader.
    $endgroup$
    – Philipp
    1 hour ago


















3












$begingroup$


I recently read this guide posted in the Unity website about Resources. It is clear from the get-go that it is discouraged to use Resources unless you are prototyping something.



My game is like a 2D RPG, and it has over five thousand monster sprites (yes, a lot). As far as I'm concerned, it makes perfect sense to put all the sprites in the Resources folder, and just load the ones that I need (using their name) when a battle starts and then unload it.



The Unity article makes one point that may support my approach:




Generally required throughout a project's lifetime




Well, I'm not so sure about it - in a single game session it's entirely possible that thousands of those sprites will not be used at all as the player simply doesn't encounter those monsters.



The article goes on to talk about why is it discouraged to use Resources:




This operation is unskippable and occurs at application startup time
while the initial non-interactive splash screen is displayed.
Initializing a Resources system containing 10,000 assets has been
observed to consume multiple seconds on low-end mobile devices, even
though most of the Objects contained in Resources folders are rarely
actually needed to load into an application's first scene.




And it is indeed true - my game does in fact take several seconds to load on some low-end devices, especially Android. And it is also true that none of those sprites of mine need to be loaded at startup.



So I am willing to stop using Resources - but I am at a loss now: the article doesn't mention a reasonable alternative to this.



Here are the (unreasonable) approaches that I have thought of:




Create a component with a collection of all the sprites, that way they are all loaded without using Resources.




Yeah but I have five thousand sprites. This sounds extremely tedious.




Same as the previous suggestion, but use Texture Packer or something similar to pack lots of sprites into different sheets - this way I have to do less work.




My sprites are large and packing them won't be a huge help - I'd still end up with a thousand or so sheets.




My point is, I just can't have 5000+ sprites preloaded. I need to load them at runtime via Resources, but Unity clearly discourages it. Is there a solution to this?










share|improve this question











$endgroup$











  • $begingroup$
    Are all those 5000+ monsters really unique? If any of them are just palette swaps of each other then I would recommend to use the same sprite asset and do the recoloring at runtime using a sprite shader.
    $endgroup$
    – Philipp
    1 hour ago














3












3








3


1



$begingroup$


I recently read this guide posted in the Unity website about Resources. It is clear from the get-go that it is discouraged to use Resources unless you are prototyping something.



My game is like a 2D RPG, and it has over five thousand monster sprites (yes, a lot). As far as I'm concerned, it makes perfect sense to put all the sprites in the Resources folder, and just load the ones that I need (using their name) when a battle starts and then unload it.



The Unity article makes one point that may support my approach:




Generally required throughout a project's lifetime




Well, I'm not so sure about it - in a single game session it's entirely possible that thousands of those sprites will not be used at all as the player simply doesn't encounter those monsters.



The article goes on to talk about why is it discouraged to use Resources:




This operation is unskippable and occurs at application startup time
while the initial non-interactive splash screen is displayed.
Initializing a Resources system containing 10,000 assets has been
observed to consume multiple seconds on low-end mobile devices, even
though most of the Objects contained in Resources folders are rarely
actually needed to load into an application's first scene.




And it is indeed true - my game does in fact take several seconds to load on some low-end devices, especially Android. And it is also true that none of those sprites of mine need to be loaded at startup.



So I am willing to stop using Resources - but I am at a loss now: the article doesn't mention a reasonable alternative to this.



Here are the (unreasonable) approaches that I have thought of:




Create a component with a collection of all the sprites, that way they are all loaded without using Resources.




Yeah but I have five thousand sprites. This sounds extremely tedious.




Same as the previous suggestion, but use Texture Packer or something similar to pack lots of sprites into different sheets - this way I have to do less work.




My sprites are large and packing them won't be a huge help - I'd still end up with a thousand or so sheets.




My point is, I just can't have 5000+ sprites preloaded. I need to load them at runtime via Resources, but Unity clearly discourages it. Is there a solution to this?










share|improve this question











$endgroup$




I recently read this guide posted in the Unity website about Resources. It is clear from the get-go that it is discouraged to use Resources unless you are prototyping something.



My game is like a 2D RPG, and it has over five thousand monster sprites (yes, a lot). As far as I'm concerned, it makes perfect sense to put all the sprites in the Resources folder, and just load the ones that I need (using their name) when a battle starts and then unload it.



The Unity article makes one point that may support my approach:




Generally required throughout a project's lifetime




Well, I'm not so sure about it - in a single game session it's entirely possible that thousands of those sprites will not be used at all as the player simply doesn't encounter those monsters.



The article goes on to talk about why is it discouraged to use Resources:




This operation is unskippable and occurs at application startup time
while the initial non-interactive splash screen is displayed.
Initializing a Resources system containing 10,000 assets has been
observed to consume multiple seconds on low-end mobile devices, even
though most of the Objects contained in Resources folders are rarely
actually needed to load into an application's first scene.




And it is indeed true - my game does in fact take several seconds to load on some low-end devices, especially Android. And it is also true that none of those sprites of mine need to be loaded at startup.



So I am willing to stop using Resources - but I am at a loss now: the article doesn't mention a reasonable alternative to this.



Here are the (unreasonable) approaches that I have thought of:




Create a component with a collection of all the sprites, that way they are all loaded without using Resources.




Yeah but I have five thousand sprites. This sounds extremely tedious.




Same as the previous suggestion, but use Texture Packer or something similar to pack lots of sprites into different sheets - this way I have to do less work.




My sprites are large and packing them won't be a huge help - I'd still end up with a thousand or so sheets.




My point is, I just can't have 5000+ sprites preloaded. I need to load them at runtime via Resources, but Unity clearly discourages it. Is there a solution to this?







unity






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 4 hours ago









Philipp

82k20193243




82k20193243










asked 4 hours ago









OxideOxide

27572254




27572254











  • $begingroup$
    Are all those 5000+ monsters really unique? If any of them are just palette swaps of each other then I would recommend to use the same sprite asset and do the recoloring at runtime using a sprite shader.
    $endgroup$
    – Philipp
    1 hour ago

















  • $begingroup$
    Are all those 5000+ monsters really unique? If any of them are just palette swaps of each other then I would recommend to use the same sprite asset and do the recoloring at runtime using a sprite shader.
    $endgroup$
    – Philipp
    1 hour ago
















$begingroup$
Are all those 5000+ monsters really unique? If any of them are just palette swaps of each other then I would recommend to use the same sprite asset and do the recoloring at runtime using a sprite shader.
$endgroup$
– Philipp
1 hour ago





$begingroup$
Are all those 5000+ monsters really unique? If any of them are just palette swaps of each other then I would recommend to use the same sprite asset and do the recoloring at runtime using a sprite shader.
$endgroup$
– Philipp
1 hour ago











1 Answer
1






active

oldest

votes


















2












$begingroup$

If you want to load assets at runtime, then the solution suggested by Unity Technologies is to put those assets into asset bundle files which you can then load at runtime with AssetBundle.LoadFromFile(filepath). When you don't need the sprite anymore, unload that asset bundle with loadedAssetBundle.Unload().



Putting each sprite into its own asset bundle might be one posible solution. But I have never worked with a project with 5000 asset bundles before, so I am not sure if this solution is really that scalable. If you can, try to group your asset bundles into what you are going to need at the same time. For example, if you have a 1:n relationship between areas and monsters, try to put all the monsters for one area into one asset bundle. But now you do of course need some kind of directory system which tells you which monster is in which asset file (with each monster in its own file, you can just name the files after the technical identifiers of your monsters).



I am looking forward to defeating all the 5000+ monsters in your game.






share|improve this answer











$endgroup$












  • $begingroup$
    I would recommend Adressables. AssetBundle is a really difficult to maintain system. It's another layer of organization you have to remember to constantly keep up to date. I've had to work with it for several titles and it's one of the most infuriating APIs. Every version of the doc tells you something different as the API has changed rapidly over time, and the real answer is some combination of all the docs. It's why they made Adressables.
    $endgroup$
    – gjh33
    30 mins ago











  • $begingroup$
    @gjh33 I haven't heard about that feature yet. Maybe you would like to write an own answer where you explain this in detail?
    $endgroup$
    – Philipp
    25 mins ago











  • $begingroup$
    The reason I don't is because I haven't worked with it. I have however worked with AssetBundles quite a bit, both loading from disk and loading over the web for a WebGL port. It might be a Unity 2019 feature, but I'll link it and let poster decide if he wants to use it. The other project team is using it, and have found it pretty useful. Here's a link to the doc: docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/…
    $endgroup$
    – gjh33
    21 mins ago











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1 Answer
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oldest

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1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









2












$begingroup$

If you want to load assets at runtime, then the solution suggested by Unity Technologies is to put those assets into asset bundle files which you can then load at runtime with AssetBundle.LoadFromFile(filepath). When you don't need the sprite anymore, unload that asset bundle with loadedAssetBundle.Unload().



Putting each sprite into its own asset bundle might be one posible solution. But I have never worked with a project with 5000 asset bundles before, so I am not sure if this solution is really that scalable. If you can, try to group your asset bundles into what you are going to need at the same time. For example, if you have a 1:n relationship between areas and monsters, try to put all the monsters for one area into one asset bundle. But now you do of course need some kind of directory system which tells you which monster is in which asset file (with each monster in its own file, you can just name the files after the technical identifiers of your monsters).



I am looking forward to defeating all the 5000+ monsters in your game.






share|improve this answer











$endgroup$












  • $begingroup$
    I would recommend Adressables. AssetBundle is a really difficult to maintain system. It's another layer of organization you have to remember to constantly keep up to date. I've had to work with it for several titles and it's one of the most infuriating APIs. Every version of the doc tells you something different as the API has changed rapidly over time, and the real answer is some combination of all the docs. It's why they made Adressables.
    $endgroup$
    – gjh33
    30 mins ago











  • $begingroup$
    @gjh33 I haven't heard about that feature yet. Maybe you would like to write an own answer where you explain this in detail?
    $endgroup$
    – Philipp
    25 mins ago











  • $begingroup$
    The reason I don't is because I haven't worked with it. I have however worked with AssetBundles quite a bit, both loading from disk and loading over the web for a WebGL port. It might be a Unity 2019 feature, but I'll link it and let poster decide if he wants to use it. The other project team is using it, and have found it pretty useful. Here's a link to the doc: docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/…
    $endgroup$
    – gjh33
    21 mins ago















2












$begingroup$

If you want to load assets at runtime, then the solution suggested by Unity Technologies is to put those assets into asset bundle files which you can then load at runtime with AssetBundle.LoadFromFile(filepath). When you don't need the sprite anymore, unload that asset bundle with loadedAssetBundle.Unload().



Putting each sprite into its own asset bundle might be one posible solution. But I have never worked with a project with 5000 asset bundles before, so I am not sure if this solution is really that scalable. If you can, try to group your asset bundles into what you are going to need at the same time. For example, if you have a 1:n relationship between areas and monsters, try to put all the monsters for one area into one asset bundle. But now you do of course need some kind of directory system which tells you which monster is in which asset file (with each monster in its own file, you can just name the files after the technical identifiers of your monsters).



I am looking forward to defeating all the 5000+ monsters in your game.






share|improve this answer











$endgroup$












  • $begingroup$
    I would recommend Adressables. AssetBundle is a really difficult to maintain system. It's another layer of organization you have to remember to constantly keep up to date. I've had to work with it for several titles and it's one of the most infuriating APIs. Every version of the doc tells you something different as the API has changed rapidly over time, and the real answer is some combination of all the docs. It's why they made Adressables.
    $endgroup$
    – gjh33
    30 mins ago











  • $begingroup$
    @gjh33 I haven't heard about that feature yet. Maybe you would like to write an own answer where you explain this in detail?
    $endgroup$
    – Philipp
    25 mins ago











  • $begingroup$
    The reason I don't is because I haven't worked with it. I have however worked with AssetBundles quite a bit, both loading from disk and loading over the web for a WebGL port. It might be a Unity 2019 feature, but I'll link it and let poster decide if he wants to use it. The other project team is using it, and have found it pretty useful. Here's a link to the doc: docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/…
    $endgroup$
    – gjh33
    21 mins ago













2












2








2





$begingroup$

If you want to load assets at runtime, then the solution suggested by Unity Technologies is to put those assets into asset bundle files which you can then load at runtime with AssetBundle.LoadFromFile(filepath). When you don't need the sprite anymore, unload that asset bundle with loadedAssetBundle.Unload().



Putting each sprite into its own asset bundle might be one posible solution. But I have never worked with a project with 5000 asset bundles before, so I am not sure if this solution is really that scalable. If you can, try to group your asset bundles into what you are going to need at the same time. For example, if you have a 1:n relationship between areas and monsters, try to put all the monsters for one area into one asset bundle. But now you do of course need some kind of directory system which tells you which monster is in which asset file (with each monster in its own file, you can just name the files after the technical identifiers of your monsters).



I am looking forward to defeating all the 5000+ monsters in your game.






share|improve this answer











$endgroup$



If you want to load assets at runtime, then the solution suggested by Unity Technologies is to put those assets into asset bundle files which you can then load at runtime with AssetBundle.LoadFromFile(filepath). When you don't need the sprite anymore, unload that asset bundle with loadedAssetBundle.Unload().



Putting each sprite into its own asset bundle might be one posible solution. But I have never worked with a project with 5000 asset bundles before, so I am not sure if this solution is really that scalable. If you can, try to group your asset bundles into what you are going to need at the same time. For example, if you have a 1:n relationship between areas and monsters, try to put all the monsters for one area into one asset bundle. But now you do of course need some kind of directory system which tells you which monster is in which asset file (with each monster in its own file, you can just name the files after the technical identifiers of your monsters).



I am looking forward to defeating all the 5000+ monsters in your game.







share|improve this answer














share|improve this answer



share|improve this answer








edited 1 hour ago

























answered 3 hours ago









PhilippPhilipp

82k20193243




82k20193243











  • $begingroup$
    I would recommend Adressables. AssetBundle is a really difficult to maintain system. It's another layer of organization you have to remember to constantly keep up to date. I've had to work with it for several titles and it's one of the most infuriating APIs. Every version of the doc tells you something different as the API has changed rapidly over time, and the real answer is some combination of all the docs. It's why they made Adressables.
    $endgroup$
    – gjh33
    30 mins ago











  • $begingroup$
    @gjh33 I haven't heard about that feature yet. Maybe you would like to write an own answer where you explain this in detail?
    $endgroup$
    – Philipp
    25 mins ago











  • $begingroup$
    The reason I don't is because I haven't worked with it. I have however worked with AssetBundles quite a bit, both loading from disk and loading over the web for a WebGL port. It might be a Unity 2019 feature, but I'll link it and let poster decide if he wants to use it. The other project team is using it, and have found it pretty useful. Here's a link to the doc: docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/…
    $endgroup$
    – gjh33
    21 mins ago
















  • $begingroup$
    I would recommend Adressables. AssetBundle is a really difficult to maintain system. It's another layer of organization you have to remember to constantly keep up to date. I've had to work with it for several titles and it's one of the most infuriating APIs. Every version of the doc tells you something different as the API has changed rapidly over time, and the real answer is some combination of all the docs. It's why they made Adressables.
    $endgroup$
    – gjh33
    30 mins ago











  • $begingroup$
    @gjh33 I haven't heard about that feature yet. Maybe you would like to write an own answer where you explain this in detail?
    $endgroup$
    – Philipp
    25 mins ago











  • $begingroup$
    The reason I don't is because I haven't worked with it. I have however worked with AssetBundles quite a bit, both loading from disk and loading over the web for a WebGL port. It might be a Unity 2019 feature, but I'll link it and let poster decide if he wants to use it. The other project team is using it, and have found it pretty useful. Here's a link to the doc: docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/…
    $endgroup$
    – gjh33
    21 mins ago















$begingroup$
I would recommend Adressables. AssetBundle is a really difficult to maintain system. It's another layer of organization you have to remember to constantly keep up to date. I've had to work with it for several titles and it's one of the most infuriating APIs. Every version of the doc tells you something different as the API has changed rapidly over time, and the real answer is some combination of all the docs. It's why they made Adressables.
$endgroup$
– gjh33
30 mins ago





$begingroup$
I would recommend Adressables. AssetBundle is a really difficult to maintain system. It's another layer of organization you have to remember to constantly keep up to date. I've had to work with it for several titles and it's one of the most infuriating APIs. Every version of the doc tells you something different as the API has changed rapidly over time, and the real answer is some combination of all the docs. It's why they made Adressables.
$endgroup$
– gjh33
30 mins ago













$begingroup$
@gjh33 I haven't heard about that feature yet. Maybe you would like to write an own answer where you explain this in detail?
$endgroup$
– Philipp
25 mins ago





$begingroup$
@gjh33 I haven't heard about that feature yet. Maybe you would like to write an own answer where you explain this in detail?
$endgroup$
– Philipp
25 mins ago













$begingroup$
The reason I don't is because I haven't worked with it. I have however worked with AssetBundles quite a bit, both loading from disk and loading over the web for a WebGL port. It might be a Unity 2019 feature, but I'll link it and let poster decide if he wants to use it. The other project team is using it, and have found it pretty useful. Here's a link to the doc: docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/…
$endgroup$
– gjh33
21 mins ago




$begingroup$
The reason I don't is because I haven't worked with it. I have however worked with AssetBundles quite a bit, both loading from disk and loading over the web for a WebGL port. It might be a Unity 2019 feature, but I'll link it and let poster decide if he wants to use it. The other project team is using it, and have found it pretty useful. Here's a link to the doc: docs.unity3d.com/Packages/com.unity.addressables@0.4/manual/…
$endgroup$
– gjh33
21 mins ago

















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