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Is it sensible to build an assetbundle for each texture/mesh?
Do you think it could be a good idea to build an assetbundle for each texture/mesh?
Answer by keld-oelykke · Mar 26, 2012 at 10:42 PM
Hi, we do that to fragment loads/unloads as much as possible.
Consider to manage each assetbundle as resource with an associated counter: - with a resource counter you can re-use an already loaded resource (avoids re-loading) - with a resource counter you can release memory when none references an asset
Kind regards, Keld
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