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Question by mmword · Jul 13, 2013 at 08:56 AM · texture2dasynchronouscompress

async texture apply (WebPlayer)

unity3d support native texture id and pointer to direct3dTexture and it's good for standalone applications. but for webplayer we can't use it for security reasons. if necessary in web applications are often compress DXT or texture.apply we get delay in main thread. is it possible to use a similar function (texture.ApplyAsync , texture.CompressAsync) to avoid prolonged execution time in the main thread (for webplayer) ?.

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avatar image Nero.docx · Jul 14, 2013 at 06:44 PM 1
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Function similar texture.ApplyAsync, texture.CompressAsync would be very useful. This will help reduce the load on the main thread and more flexible to work with graphics.

avatar image Chuvi · Jul 14, 2013 at 06:51 PM 0
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I totally agree. Unity Developers, though, would do anything should really useful

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Answer by Graham-Dunnett · Jul 15, 2013 at 09:52 AM

The devs at Unity keep an eye on feedback.unity3d.com. See if your idea is recorded there, and if not, add it.

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avatar image cowlinator · Apr 01, 2015 at 12:05 AM 0
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For reference, here is the open feedback ticket for async texture functions http://feedback.unity3d.com/suggestions/async-texture2d-dot-loadimage-and-other-texture-operations

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