• 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
1
Question by Catlard · Jul 02, 2013 at 12:02 AM · assetbundletexturesmemoryresourceswww.texture

Resources vs Asset Bundles vs file://

So, I've done a bit of reading around the forums about AssetBundles and the Resources folder, and I can't figure out the optimal solution for the problem I'm facing. Here's the problem:

I've got a program designed for standalone, that loads "books" full of .png and .jpg images. At the start of the scene for any "book", it's loading all those images at once using www.texture and a path. I'm realizing now, however, that this is possibly an non-performant method for accessing things at runtime -- it's slow! Which means the user can't do anything for 5-20 seconds while the scene starts and the book's page images load up (on non-legendary computers). SO, I can't figure out which of the three things would be the fastest:

1) Loading one asset bundle per book (say 20 textures @ 1 mb each).

2) Loading one asset bundle per page (1 mb each).

3) Either of the first two options, but loaded from the resources folder.

Which one would be faster, and why? I understand that asset bundles are packaged by unity, but does this mean that the textures inside will be pre-compressed and easier on memory at load time?

Also, bonus question: does the resources folder have its own method of being compressed as well (something to do with it being in binary) which causes it to be faster? As I understand it, the resources folder loads into a cache -- but is it the same cache that the standalone player uses normally? Or is this extra, unused space?

Cheers, folks...

Comment
Add comment · Show 2
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 ebogguess · Jul 02, 2013 at 12:05 AM 0
Share

In your scenario, are you trying to load the same images every time, or are these user supplied or dynamic images that you are loading? Depending on how the images are used, you could potentially get away with loading a few starter images, then loading more images on idle/as needed?

avatar image Catlard · Jul 02, 2013 at 12:39 AM 0
Share

Hey, thanks for your help. The images are the same every time, in this iteration of the project. But the hope is that, in the future, the project will be able to handle user-supplied images.

Agreed with loading a few starter images -- I had also planned to create something like the youtube progress bar, where the available/loaded parts of the book were a different shade than the rest of the book. But this seems like a lot of work to load a few images, and if there was a significantly faster way to load them (rather than www.texture and file://), then I'ld prefer to do that rather than creating a whole visual mechanic for the user knowing what they can and cannot see. You know?

0 Replies

· Add your reply
  • Sort: 

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.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

16 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

Related Questions

How to Disable Unloading of Assets During Bundling 0 Answers

Destroy single asset from AssetBundle 2 Answers

Memory Locking While Loading Issue 0 Answers

AssetBundle INCREASES Memory Allocation 1 Answer

C# Error when trying to load Texture at runtime 1 Answer


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