I’m not using a scene manager - first I’ve heard of the concept.
I ran into a problem where I was holding too many images in memory - hitting the limit on older devices.
Apart from my image & sprite sheet optimisation, I also started more closely managing the load/unload of my images. I have a stack of images loaded (in a display group) for the main menu, when the user selects a level, I remove the whole display group and load up a new group with all of the level images, then start the level. I do the same in reverse coming back out.
I tried a simple…
create a full screen rect
objMainMenu:removeSelf()
objMainMenu = nil
createLevel(x)
hide full screen rect
But it just doesn’t show the rect - it freezes on the last shown frame of the main menu, then the action starts again when the level starts.
Should this approach work, or am I coming at it from the wrong angle?
Nathan.