So I have a question regarding performance.
Assume I have several sprite sheets, and combining these sprite sheets is not desired as it will exceed the generally accepted maximum texture size for a mobile platform.
Several sprite sheets together make up the total animation frames for a single entity (kinematicbody2d). I can split the sprite sheets by, for example, walking + running and various combat-related animations.
What would be more resource-efficient?
Switching the .png resource at runtime either in the editor or using the animationplayer itself?
Or have several sprite nodes under the kinematic body and changes their visibility depending on the animations needed?
Please take into account this is not going to be a for a single kinematic body, but will likely be applied to dozens of kinematic bodies that are drawn on viewport at any given time.
Thanks in advance for your time!