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Async Asset Loading iOS: Slow
Hi,
So I figure the usual way to load assets async on iOS is by using asset bundles, putting them in StreamedAssets, and then using WWW to load them async. This works great in the editor.. there are no frame skips!
On iOS however, yielding the www will lock the game completely for several seconds! I solved that by exporting the asset bundles as uncompressed.
Everything is peachy now, except that the background loading of the bytes from the file are actually slowing the game down to 5 fps on an iPad 2! We are talking an empty scene here with a beautiful spinning cube and no fancy scripts.
Ok so now I'm trying out stuff that's getting into the "Hack around Unity" area. This simply can't be the case.
What am I doing wrong here?
Thanks! Antoon
Edit: I've also tried AssetBundle.CreateFromMemory by loading the file up front via another thread. The docs say it should be async but in fact it completely locks the main thread, for 2 seconds. It is not allowed to use AssetBundle.CreateFromMemory outside the main thread.
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