I am making a pixel art puzzle platformer game in unity.
I had the idea to make 4 chapters with 50 levels each and some bonus levels for paid version, so about 250 levels.
Now as i never worked with large amount of levels i had no idea if i could put each level in a seperate scene or if it would cause performance issues. Each level would contain only 36x36 pixel art sprites and some enemy type of things, not more.
If it is a bad idea to have each level in a seperate scene, which method would be better to avoid performance issues and too high memory usage when implementing 250+ levels.
In short - no, it doesn't.
However, it strongly depends on how will you manage your assets, not on the number of scenes in your project.
If you will not use scenes to load additively, all should be fine. All resources related to the old scene should be unloaded during the loading of the new scene (btw, there is even an old hack to prevent memory spikes during loading one memory-heavy scene from another memory-heavy scene - loading an almost empty scene to ensure that not needed assets are unloaded before the loading of the new heavy scene will begin).