1
NGUI 3 Support / Optimization Question
« on: February 02, 2014, 11:14:19 PM »
Hey Michael,
Just a quick question here on optimization. Were building out a tower defense game and planning on doing creeps in 2D so thought I'd go ahead and just utilize nGUI for them as well. In an effort to save pixel space so we can keep atlas sizing down (to maximize animation potential), we were planning on trimming transparency from enemy sprites as much as possible.
Obviously this means there is no consistency in Sprite Size... so my question is, if I utilize the UISprite's MakePixelPerfect() method for each creep on each update function what kind of impact can I expect on performance? Obviously only having a few creeps on the screen would not be much of an issue, but I'm thinking if a 100 were on screen (which is not unheard of for a TD game) there might be issues. Would you recommend taking the hit on pixel space and just standardize sprite dimensions instead?
Thanks for the advice/insight ahead of time!
Just a quick question here on optimization. Were building out a tower defense game and planning on doing creeps in 2D so thought I'd go ahead and just utilize nGUI for them as well. In an effort to save pixel space so we can keep atlas sizing down (to maximize animation potential), we were planning on trimming transparency from enemy sprites as much as possible.
Obviously this means there is no consistency in Sprite Size... so my question is, if I utilize the UISprite's MakePixelPerfect() method for each creep on each update function what kind of impact can I expect on performance? Obviously only having a few creeps on the screen would not be much of an issue, but I'm thinking if a 100 were on screen (which is not unheard of for a TD game) there might be issues. Would you recommend taking the hit on pixel space and just standardize sprite dimensions instead?
Thanks for the advice/insight ahead of time!