- Home /
load texture asynchronously
I need to load several textures (and maybe other resources in future) at the background thread. What is the best way to do it?
I found Application.LoadLevelAdditiveAsync but i don't wont to make a level for each resource.
Also there is AssetBundle.LoadAsync method. But i don't understaid if I can include AssetBundle into my project or it can be only loaded externally (through WWW class).
Tell me please what is the best approach. Thank you.
Answer by Division · Sep 14, 2011 at 08:14 AM
My solution is using StreamingAssets folder to store textures and WWW class to load them asynchronously.
More info about StreamingAssets can be found here: http://answers.unity3d.com/answers/126590/view.html
Your answer
![](https://koobas.hobune.stream/wayback/20220612205540im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
How do I reduce resource cost of textured quads? 0 Answers
How do I change the compression format of all my texture atlases? 2 Answers
How to add texture to a script and make the texture work in release build? 0 Answers
How to get a Texture asset that is in the project and pass it to a function? 3 Answers
Massive Texture Loading 0 Answers