On mobile platforms, there are limitations on Texture 2D Arrays that you should consider. While they are useful for reducing draw calls by grouping textures, each mobile device has its own constraints. Typically, you can have multiple textures in a single array, but there are limits on the total size and number of textures due to memory and performance considerations.
Having just one array with all your textures sounds efficient, but it’s crucial to balance this with the device’s capabilities. For example, having 100 individual 1024 x 1024 textures in a single array might exceed memory limits on some devices or impact performance negatively.
It’s advisable to test and profile your game on various mobile devices to find the optimal balance between reducing draw calls and maintaining performance. While specific documentation on these limits can vary, experimenting with smaller arrays or alternative optimizations could be necessary based on your findings.
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