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Question by borro56 · Aug 07, 2014 at 05:27 PM · textureloadingasynchronous

Massive Texture Loading

Hi, i have an app where i need to load 50 little jpgs images (from 2 to 10 kb each) into 50 thumnails from an item list. I have used WWW to load them all in the start event, in PC it runs like charm, i put a loading texture on each thumb while its loading and all works perfectly.

The problem comes when i compile to android, it will simply freeze the app until all the images are loaded, so i cant scroll or touch any thumb to go to the detail of that item.

I have tried to queue them and load progresively, no more than 5 loads at the same time, but that even slower the loading.

I presume the problem its not the part of downloading the image, i think the problem its the part of creating the texture in the GPU the one that its freezing my app, because they are so many.

I dont know exactly how to approach this in another way, the only thing that seems useful its using AssetBundles.LoadAsync, but i dont know if that means, load async from disk, or load async to gpu.

Somebody know exactly how it works or if theres another better approach?

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