I'm trying to understand how Unity works behind the scenes. Let's say I have a GameObject that has a large number of sprites attached to it in an array (think a deck of cards). Each GameObject represents 1 card.
For simplicity, each card has all the sprites for all the card faces. So it has 52 sprites + 1 for the card back (all in a sprite sheet of course).
If I have all 52 cards placed in the world. Does this mean I have 53*52=2756 sprites, or is there only one instance of each sprite that's being displayed (ie does it only use the resources of 52 active sprites)?
I guess what i'm asking is if I have a bunch of sprites attached to a GameObject, are they all instantiated when the object is created, or are they only created when they are actually attached to the sprite renderer?
Would it be more efficient to only attach the current cards value sprite (ie just the back and the face for the cards value)?