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Question by
yolkfolk · Nov 26, 2019 at 05:49 AM ·
uispriteasyncasynchronous
Is it possible to create a Sprite at runtime async?
I have a fairly large image which I fetch from my server as a Base64 string that I then load as a byte string and then load into a texture to use Sprite.Create(). My byte string decoding is in an async Task which improves performance considerably, but my performance is further hampered by using Sprite.Create(). I tried putting my Sprite.Create() call in an async Task as well, but received a Unity error, and later further discovered that UI operations cannot be included in an async Task. Is it possible to create a Sprite at runtime async?
Thanks!
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