Thanks for checking out my question. I had a thought that’s run rampant and now I’ve totally confused myself.
Simple question: Does removing and nilling a single object from a sprite sheet really remove it from memory thus helping performance or is it still impacting performance since the entire sprite sheet is still required? (I use TexturePacker).
Would performance be better if I split the one-time sprites into one sheet and others into another and then un-require the whole sprite sheet for each screen once that screen is done? For example, there are 5 different screens with some objects that are duplicated on every screen, but other objects that are permanently removed once the user goes to another screen. So the thought occurred to me that if the objects are all on the same sprite sheet that is still required, does removing & nilling them help performance? (Yes, I have checked texture memory and I do see it reduced when removing an object, but still thinking, how does that work if the whole sprite sheet is required?)
Thanks for any help and to anyone who can set my mind back to normal.