I think pandabear7413 means the first preview after loading the project. I also have to work with large projects with lots of images, and the first time I click preview, it takes 1-2 minutes to re-generate spritesheets. If I have to load a different project version - that's another 2 minutes of waiting to preview it. Accidentally closed the editor - another 2 minutes. These minutes add up to many hours over the course of development..
This. It's just on my first preview after loading the project. As
Ashley said, subsequent previews are very fast unless I change the animations.
dop2000, would the feature I'm suggesting help you as well? Not sure if you large sprites like me, or 1000's of small sprites...
If Chrome is dying when you preview the game then that's a sign you may have gone too far, 7gb of images really ?
I currently have 1.2 GB of images in my images folder. How much memory is actually consumed by Chrome varies -- it usually spikes up to 3-5gb total on the first preview, but that number comes down as Chrome stays open longer. Sometimes Chrome will crash due to running out of memory, sometimes not. Seems like crashes happen more regularly when a new Chrome version is released.
I have large animations because I use these sprite objects as videos of sorts during the game, and I have about 50 or so such sprites ranging from 100 to 400 mb each. Suffice it to say, this approach of using sprites has worked well in my game and I'm not looking to change it.
My idea of ignoring specific sprites during preview mode seems like an efficient solution here.
Ashley, can you comment on if that's a realistic (and not too difficult) feature that can be added? Happy to submit a request if so.
Thanks