How to switch between different levels efficiently?

The recent customized preload section was exciting. I have always wanted to be able to dynamically load resources.

I am using external layouts to build different levels in my game. Each scene represents a whole chapter, and the external layouts hold different levels. When the player leaves the current level, the scene will be restarted (in order to initialize everything and load the new external layout). However, This logic seems weird to me although it does work. Will everything in the external layout be stuck in the memory if I do not use the delete action to remove all the objects? Also, restarting the scene upon switching to a new external layout is certainly not effective enough. I wonder if it can be done without restarting a scene?

Loading levels via external layouts is a good way to do things and I’ve done it for one of mine but if you don’t restart the scene then you’ll need to delete all the objects associated with that layout before loading the next… as far as I’m aware.

The same here. I am still trying to figure out which way is better.

I guess if youve got loads of progress in scene variables that you want to carry forward to the next level in the chapter then it’s easy enough to just pick all and delete things before loading the next rather than starting the scene again