I have a number of sprite objects in my game that have about 30-40 frames.
Sprite1 (40 frames) 300k
Sprite2 (35 frames) 240k
Sprite3 (30 frames) 200k
Sprite4 (30 frames) 200k
Sprite5 (30 frames) 200k
Each of my levels only uses 1 type of sprite object in the layout. However, having those other sprites in the layout and destroying them on start up isn't enough, I believe they are still loaded into memory. I want to avoid this and save as much memory as possible.
Do I need to delete the instance in the C2 editor? (when you delete the last instance of an object in the layout and it pops up and tells you your object still exists) or should I make different layouts for each sprite type? I'd rather not make different layouts! Since I'd have to copy any changes to the HUD or pause menu...
EDIT: I tried deleting the last instance.. that doesn't work! what if I had the objects in a dummy layout? that way I don't need to destroy them all the time, and they are only created if I need them? I think there is a bit of jank when loading though. Maybe I can wait for the objects to be loaded since they are loaded OnStartOf Layout?