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Question by badjano · Sep 18, 2012 at 10:44 PM · imageloadloadingasyncasynchronous

Asyncchronous image loading

I have a gallery filled with thumbnails, and I need it to load each one asynchronously, with progress if possible.

I did a little research and I ended up testing StartCoRoutine, but it didnt work as I thought it would, first because it freezed my UI, and secondly because all the "coroutines" ended at the same time, and I was thinking about queueing them, anyway, my worst problem is the screen freezing.

Thanks

edit: files are local

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Answer by dkozar · Feb 02, 2013 at 08:19 PM

There is a handy HttpConnector class allowing you to handle multiple server calls asynchronously - with ease - and attaching callbacks for each image (each firing after the image is loaded): https://github.com/dkozar/eDriven/blob/master/eDriven.Networking/Rpc/Core/HttpConnector.cs

eDriven is a free/open source framework. In the addition, there is eDriven.Gui which handles the GUI part (not free), but its examples use the mentioned HttpConnector so you could learn from them:

Demo: http://edrivenunity.com/load-images Source: http://edrivenunity.com/backend/source/load-images-source/

When in need for loading a single image asynchronously, you could do it even with less code:

private static readonly IAsyncLoader TextureLoader = new TextureLoader();

TextureLoader.Load(ImageUrl, OnTextureLoaded); // assign the callback

private void OnTextureLoaded(Texture texture) // callback { // do something with texture }

More in this demo source: http://edrivenunity.com/backend/source/animation-demo-source/

Cheers!

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Answer by DaveA · Sep 18, 2012 at 10:46 PM

http://docs.unity3d.com/Documentation/ScriptReference/WWW-texture.html

Does not have progress. But you could fire off a bunch of those at the same time and they will end when they end.

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avatar image badjano · Sep 19, 2012 at 01:55 PM 0
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does this work for local files too?

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