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The runOnUiThread solution doesn't work for me, because I call it when game resume, my workaround solution is to use TimerHandler: @Override protected void onResume() { super.onResume(); final TimerHandler getTimerHandler = new TimerHandler(0.5f, new ITimerCallback() { @Override public void onTimePassed(final TimerHandler ...


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The only argument for the solution you propose is so there is less memory usage at a specific time, which might be good for a mobile device with a relatively small amount of memory vs a PC. However, it is a double edged sword. For you to unload and load assets as your game is running, you might need to introduce multiple loading screens because of the ...


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I am working on my own level editor Fire Ant Box2d Level editor, is free, please feel free to try it out, it exports your work to ios code as well as xml so you only write a small xml processing routine and you should be able to use it in andengine. It also generates optimized texture tiles out of the box. http://www.freefable.com ...



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