Frees assets load brought in, destroying any texture among them so it stops holding GPU
memory. For a game with many discrete zones - each with its own tileset or sprite sheet -
this is the counterpart to world.World.unload: that drops a map's own state, this drops
the assets it pointed at, once a game decides the player has left an area for good. A path
never loaded (or already released) is silently skipped rather than treated as an error,
since a game unloading a zone it may or may not have visited shouldn't have to check first.
Frees assets
loadbrought in, destroying any texture among them so it stops holding GPU memory. For a game with many discrete zones - each with its own tileset or sprite sheet - this is the counterpart toworld.World.unload: that drops a map's own state, this drops the assets it pointed at, once a game decides the player has left an area for good. A path never loaded (or already released) is silently skipped rather than treated as an error, since a game unloading a zone it may or may not have visited shouldn't have to check first.