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Question by sagiziv · Oct 12, 2018 at 01:05 PM · c#coroutineassetbundleframerateefficiency

Loading AssetBundle in Unity 3D drops the FPS drastically

I have a simple application that uses 3D models in it, and I want to load them from an AssetBundle. I have created multiple AssetBundles for every model category (e.g. cars, boats, trees…)

I have already done it, but when I start my game and all the models are being loaded from the AssetBundle the FPS count drops. The game gets stucked until all models are loaded.

I tried hiding it with an opening video, but even the video gets stuck.

Obviously I can't use the Threads system because Unity API is not thread safe.

My Question is: is there a better way (more efficient) to load the assets?

My Code:

Creating the AssetBundle:

  [MenuItem("Assets/Create assetbundle")]
    static void CreateAssetBundle()
    {
     // this list of categories is read from a file, and I loop through it.
     // this is a bit older version, but the loop is the only difference...
     AssetBundleBuild carBuild = new AssetBundleBuild();
     AssetBundleBuild boatBuild = new AssetBundleBuild();
     string[] paths = AssetDatabase.GetAllAssetPaths();
     List<string> carAssets = new List<string>();
     List<string> boatAssets = new List<string>();
     foreach (var item in paths)
     {
         if (item.EndsWith(".ma") && item.StartsWith("Car")) // find all car models
         {
             carAssets.Add(item);
         }
         else if(item.EndsWith(".ma") && item.StartsWith("Boat")) // find all boat models
         {
             boatAssets.Add(item);
         }
     }
     carBuild.assetBundleName = "cars";
     carBuild.assetNames = carAssets.ToArray();
     boatBuild.assetBundleName = "boats";
     boatBuild.assetNames = boatAssets.ToArray();
     BuildPipeline.BuildAssetBundles("Assets/Test", new AssetBundleBuild[] { carBuild, boatBuild}, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
   }

Loading the models:

 private IEnumerator LoadAssetsBundle()
 {
     yield return null;
     List<string> categories = ReadFromAFile(); // the list is being loaded from a file
            yield return null;
     foreach(var category in categories)
     {
      using(WWW loader = WWW.LoadFromCacheOrDownload(@"file://D:\Test\"+category, 1))
      {
        yield return loader;
        AssetBundle bundle = loader.assetBundle;
        var temp = bundle.LoadAllAssetsAsync();
        yield return temp;
        foreach (var item in temp.allAssets)
        {
            Instantiate(item);
            yield return null;
        }
        bundle.Unload(false);
        yield return null;
      }
     }
 }

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