I understand that Apply() is not currently yieldable and I work in visualization where I need to load large textures (1k or 2k) at runtime. The loading is not a problem because WWW will do the job nicely in the background but making a Texture2D out of the data requires to go through Apply() at some point and that will block everything until it's done.
Is there a workaround for this? Can't this process of uploading to the graphics card be yielded/interrupted/fragmented/threaded/anything ?
You can do this with assetbundles. They have a LoadAsync() method, which takes care of all the processor intensive stuff in a background thread, so it won't produce any hickups.
that does require your downloaded data to already be in the assetbundle format though.
answered Dec 30 '09 at 04:59 PM
Lucas Meijer 1 ♦♦