Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by yaapelsinko · Apr 24, 2014 at 11:49 AM · load asset

How to load only assets that needed?

As I work on live wallpaper, I'm trying to use minimum possible memory. Objects in the scene are instantiating and destroying this way:

 public GameObject prefabObject; // is set in Editor
 private GameObject instanceObject;
 
 ....
 
 private void ShowObject()
     {
         if (this.instanceObject == null)
         {
             this.instanceObject = (GameObject)Instantiate(this.prefabObject);
         }
     }
     
     private void HideObject()
     {
         if (this.instanceObject != null)
         {
             Destroy(this.instanceObject);
             this.instanceObject = null;
         }
     }

Also, there are some HD-versions of textures, which I show and hide the same way - by referencing Material in Editor and instantiating it at runtime when needed;

Although it seems not enough, as RAM used by application on a real device is still about 80-90 MBs, just as it was when all resources were instantiated simultaneously. Expected value must be about a half of it. Also, as all resources still always loading (when only few of them is really used), it obviously takes longer time to load.

How can I load only those assets that I really going to show, but still have strict references to resources to load it when needed?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by KiraSensei · Apr 24, 2014 at 11:51 AM

I think you need to use THIS. You may also need THIS and THIS to use it correctly and optimize your memory load.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image yaapelsinko · Apr 24, 2014 at 12:19 PM 0
Share

Yup, already found though, and even implemented. :) As always, right query in google is a half of solution...

avatar image KiraSensei · Apr 24, 2014 at 12:20 PM 0
Share

You are right indeed :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can I buy the asset of easy water, replace their textures with my own, and still sell my game? 3 Answers

File exist, path is null but isn't C# 0 Answers

Need to check for presence of a prefab instance at a particular location. 0 Answers

Resources.LoadAll() still loading prefabs twice in Unity 5.5.1 0 Answers

Change assets after build? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges