Quick answer: Godot 4 project loading all meshes at level start, exhausting VRAM on mobile? Use Resource UID strings; load on demand.
Mobile build crashes after the first level. VRAM dump shows 800MB of mesh data loaded.
Load on demand
Reference meshes by UID string; load when needed. VRAM drops dramatically.
Or chunk levels
Load only the chunk near the player. Stream as they explore.
Set Resource > Discardable
Meshes can be reloaded from disk; mark as discardable. Engine reclaims under VRAM pressure.
“Pre-loading everything is the simplest approach. Mobile budgets don't allow it.”
If you ship mobile, plan VRAM budgets from project start. Retrofitting streaming is days of work; designing for it is hours.