Believe me, working with big scene lags like hell and collaborating in such condition is impossible.
More GameObjects mean complex scene hierarchy, add over-head and memory issues. The map scene is getting bigger in size and loading time.When the map expands into one thousand SpriteRenders, things get messy very fast. The problem of a very big map and SpriteRenders.Ĭreating a big map with hundred of SpriteRenderers is not fun but doable. It’s how life works, you have to accept it and move forward.
They might sound funny, stupid or grumpy, but I don’t hate them. Characters who appear in this story are real cases in my career. This tutorial is a mix of technology and team workflow in my recent game.