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Question by IBAI23 · Sep 04, 2017 at 04:01 PM · optimizationmobile devicesload asset

Load resources on demand vs load at application launch

Hello everybody,

I am Unity developer since 4-5 years ago and I will like to know your opinion about this topic for mobile development.

When we want to download some data, images, asset bundles, etc. from the internet or load them from the disk, we can do it Asynchronously so the application doesn't freeze. All good.

The only problem about this is that we will have to make a spinner or something like that while the data is being downloaded and processed, right?

To avoid this we also can download everything we need at the beginning and place the classic Loading screen.

Here is the question, will all the data downloaded impact on the performance of the app if we download everything at the beginning? If we download many Images, will they take too much memory and therefore impact on the performance?

I think another good option is to use spinners and download on demand but only the things the user is using.

Thank you very much and kind regards

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