If you are correctly calling unload()
on the atlas that you are using when you call ResourcesManager.getInstance().unloadGameTextures()
, you shouldn't get an out of memory error.
I don't know how your ResourceManager behaves, but you don't need to recreat all the atlas everytime you change a scene (and by recreating I mean calling new BitmapAtlas()
or some variant).
Your ResourceManager should create all the needed objects at the beggining of the game (this includes the atlas). Then when you need regions for a certain scene, you call atlas.load()
on the atlas that have those regions and atlas.unload()
on other atlas that you don't need.