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I don't think it is a good idea to mix logic and art; or more precisely, base your logic on your art. In simpler terms, don't do what you're doing. Separate logic from art. The idea behind this is that the person who draws the sprites should be able to do any kind of drawings and change them at will, without having to worry that artistic changes will have ...


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I believe that in a lot of cases it's not worth investing huge amounts of time into optimizing assets to shave off a few MB of your final game. Sure, if you need to stay below a certain size limit (eg. 100MB for Apples policy for apps to transfer over cellular-networks), then it's reasonable. A general optimization you can do is making use of some PNG ...


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I think you could save a lot of space if you drew those circles either as vectors (if Unity doesn't have vector graphics you can probably find libraries you can use with Unity that do) or if you had one circle and made coloured and resized versions in memory when your application runs. If you pack your colourful food together on one 512x512 sheet and then ...


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If you can only afford to have one set of sprites drawn (i.e. your artist time/effort is limited) then get them to do the largest resolution. It's far easier to make hi-res sprites look okay when scaled down than it is to make low-res sprites look okay when scaling up. Neither approach is better than having sets of sprites tailored for your target ...



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