- Home /
Is it sensible to build an assetbundle for each texture/mesh?
Do you think it could be a good idea to build an assetbundle for each texture/mesh?
Answer by keld-oelykke · Mar 26, 2012 at 10:42 PM
Hi, we do that to fragment loads/unloads as much as possible.
Consider to manage each assetbundle as resource with an associated counter: - with a resource counter you can re-use an already loaded resource (avoids re-loading) - with a resource counter you can release memory when none references an asset
Kind regards, Keld
Your answer
![](https://koobas.hobune.stream/wayback/20220613065530im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
How to import the object from server to unity 2 Answers
The name 'Joystick' does not denote a valid type ('not found') 2 Answers
Copy the file from assets and paste it out side the assets folder 0 Answers
Storing a part of a complex asset in an asset bundle 1 Answer
Can MonoBehaviours be partitioned into different assetBundles? 2 Answers