Hello everyone, I am having a hard time researching the documentation about a specific question so I figured it would be best to ask.
I intent to make a lot of different character classes available in my single-player game. All classes have widely different abilities, and each ability have an icon to be displayed in the UI. As it is a single-player game, I only need one set of icons at a time, and I thought it would be better to not load them all at once for performance’s sake. The problem is, I cannot use go.property() and therefore resource.atlas() in gui scripts so it looks like I cannot dynamically load the right atlas just when the player chooses their classes upon character creation.
So, initially I thought about duplicating .gui files to set a new texture, but this poses a massive problem for making updates, as rearranging anything on the .gui files would imply to copy-paste it to every single class, change the texture and rename it, which can become very long when I’ll have a lot of different character classes (especially since there are multiple .gui files that need this per class).
Therefore I tried to research the documentation to see if there is, in fact, a mean to do the same thing as go.property("",resource.atlas()) in a .gui scene, or if, eventually, I was just wrong to do such thing because the impact on the performance would, in fact, be minimal if I put all of my atlases on just one .gui scene, given that a set of icons will be a 512 x 256 atlas.
TL;DR : does putting a dozen of 512 x 256 atlases on a single .gui scene and only use 1 of them is problematic in terms of performance, and if yes, is there a way to dynamically load a texture in a gui scene, or does a workaround exists?
Thank you in advance!