I'm currently working on a project in Unity which requires accessing images from a "Resources" folder and loading them as Sprites, for use during runtime.
The sprites in question aren't needed until the user opens a particular window. Only then they are necessary. The thing is, there are 150+ images (resolutions between 120x120 and 512x512) to be accessed, and only one image at a time will be shown (at any moment) during the execution of the game.
So my question is: Which option is better from an optimization standpoint?
To load all images as sprites into variables at the beginning of the game and then use them as they are necessary?
Load the images only when they're necessary?
Possibly important info: I'm using Resources.Load() to access all sprites I need
I don't know if the question has a "linear" answer. If the question is difficult to understand, or isn't answered as easily as I thought, please inform me.
Thank you in advance.