I am currently in the final stages of developing a game that incorporates a wide variety of mechanics and environmental elements. My goal is to implement 50 “Easter eggs” or hidden interactions throughout the world. However, I am facing a significant memory constraint: I have a total budget of 1,000 memory units for all 50 secrets.
Current progress has accounted for 45 of these interactions, utilizing approximately 500 memory units. This leaves a remaining budget of 500 units for the final five Easter eggs—essentially 100 units per interaction.
The specific mechanic I’m struggling with involves triggering an event when two separate, non-touching objects are brought together (a “meeting” mechanic). My initial plan was to use a specific “ball” asset to facilitate this, but that single asset consumes 1,000 units on its own, which is far beyond my remaining capacity.
Does anyone have suggestions for a lightweight system or a creative workaround to detect when two specific objects interact, while staying under a 100-memory-unit limit per instance?