So after reading this 2 posts,
http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,405.msg1766.html#msg1766http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,241.msg961.html#msg961I still have questions regarding performance Vs memory loading Vs Atlas size.
I am making a game wich uses high resolution art, 130 animals at 512x512 resolution each... wich translates to a 34 megapixel image.
Atlas spanning is out of the question as acording to one of the posts the system loads all the atlas to the memory even if only one sprite is used. And it would be best if I didn't had to mess with manual memory management in Unity, Loading / Unloading of assets.
So all i am left is with one option, a compromise of creating several smaller collections each containing a single Atlas of 2048*2048 (wich would include on average 16 animals each)
Since at anytime only 2 animals would be shown on a scene at the same time only 2 animal atlas would be loaded since they belong to different collections.
Is this possible? If atlas are divided by different collections will the system only load them when required ?
Has anyone tried this aproach?