Async texture upload provides timesliced async texture upload on the render thread with tight control over memory and timeslicing. There are no allocations except for the ones which driver has to do. To read data and upload texture data a ringbuffer whose size can be controlled is re-used.
Use asyncUploadBufferSize to set the buffer size for asynchronous texture uploads. The size is in megabytes. Minimum value is 2 and maximum is 512. Although the buffer will resize automatically to fit the largest texture currently loading, it is recommended to set the value approximately to the size of biggest texture used in the Scene to avoid re-sizing of the buffer which can incur performance cost.
See Also: Asynchronous Texture Upload, Quality Settings.
using UnityEngine;
public class StartupExampleScript : MonoBehaviour { void Start() { // Set Ring Buffer Size to 16 MB. QualitySettings.asyncUploadBufferSize = 16; } }
See Also: Quality Settings.
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