I am making an interactive book application that player will curl pages and will see spritesheet animations per page. I have tried to load sprites seperately(300 images with 512x512 size). But when i tried this method, ipad crashes and saying about memory issue. I have checked memory profile on unity and the application was loading '1.2 GB' into ram. It's so huge so ipad is right.
So first thing i think that I need to load only specify number of pages and when player turns pages to forward, I may load new assets and destroy previous page assets. When I tried it, when player turns the page, its freezing some seconds to load new sprites and its too bad for user experience.
Second thing I am thinking right now, let's say i have 30 frames for 1 sprite animation, just putting 30 frames into a texture and use only this texture for sprite animation. I mean that instead of using 30 different images, I need to use 1 sprite atlas texture which contains all frames, and I can change rect in runtime to present sprite animation. But I don't know how can I use only 1 texture to present 30 frames?