My app is an avatar creator that has large images, there's not really any getting around that.
The way it works is that I have an object such as a Hair Object. Each frame of animation on that object is a different style of something, such as a different hairstyle. So you'll click buttons and it will force the animation frame of the Hair Object to different frames.
I've noticed that each time I click a button and it changes the frame of the Hair Object, the RAM usage of the game goes up. This becomes a problem when clicking images quickly or when someone hits the "random" button in my app which sets objects to a random frame each time.
I had hoped that single frames that aren't animating would only count for the RAM usage of that single frame but it doesn't seem to be the case. If it let it sit for a while the RAM usage does go down slowly, like it's holding onto the data for the other frames for a while, if that makes sense. Is there another way to go about doing this or is this as good as it's going to get?