Tasharen Entertainment Forum

Support => NGUI 3 Support => Topic started by: lostsoul on May 01, 2014, 06:47:51 PM

Title: How NGUI supports devices with low memory
Post by: lostsoul on May 01, 2014, 06:47:51 PM
Generally the assets are put into categories like sd/md/hd or ldpi/mdpi/hdpi to support low end devices. The idea is to load lesser sized textures/sprites to keep memory footprint low. How is this handled in ngui ? What is the workflow recommended for making it work across devices with less memory footprint?

Thanks
Title: Re: How NGUI supports devices with low memory
Post by: lostsoul on May 02, 2014, 03:16:57 AM
To add little more, Do you guys use different atlases/sprite sheets for different devices. If so how is it done, can anyone please point me to example code.
Title: Re: How NGUI supports devices with low memory
Post by: ArenMook on May 02, 2014, 09:05:23 AM
Look into reference atlases and fonts. I have a video explaining this as well. The idea is to make your UI using a "reference" atlas -- that is, one atlas that actually "points" to a real atlas. When your app starts up, load the appropriate atlas and set the reference atlas to point to it. Same with fonts.