- Home /
Load resources on demand vs load at application launch
Hello everybody,
I am Unity developer since 4-5 years ago and I will like to know your opinion about this topic for mobile development.
When we want to download some data, images, asset bundles, etc. from the internet or load them from the disk, we can do it Asynchronously so the application doesn't freeze. All good.
The only problem about this is that we will have to make a spinner or something like that while the data is being downloaded and processed, right?
To avoid this we also can download everything we need at the beginning and place the classic Loading screen.
Here is the question, will all the data downloaded impact on the performance of the app if we download everything at the beginning? If we download many Images, will they take too much memory and therefore impact on the performance?
I think another good option is to use spinners and download on demand but only the things the user is using.
Thank you very much and kind regards
Your answer
Follow this Question
Related Questions
How to continue scoring after game/app has been closed,Making score count after app is closed 0 Answers
How to properly manage a Mobile game project 1 Answer
Best optimized asset to simulate soft bodies? 0 Answers
Mobile development - the resolution of textures and size of scenes 0 Answers
Best baked lighting settings for mobile? 0 Answers