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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/../Manual/LoadingTextureandMeshData.html below:

Manual: Texture and mesh loading

Loading texture and mesh data asynchronously

Check whether a mesh uses the asynchronous upload pipeline

Texture and mesh loading

Unity can load texture and meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
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data from disk and upload it to the GPU in two different ways: synchronously or asynchronously. These two processes are called the synchronous upload pipeline and the asynchronous upload pipeline.

When Unity uses the synchronous upload pipeline, it cannot perform other tasks while it loads and uploads the data. This can cause visible pauses in your application. When Unity uses the asynchronous upload pipeline, it can perform other tasks while it loads and uploads the data in the background.

If a texture or mesh is eligible for the asynchronous upload pipeline, Unity uses the asynchronous upload pipeline automatically. If a texture or mesh is ineligible for the asynchronous upload pipeline, Unity uses the synchronous upload pipeline automatically.

How it works

The main difference between the synchronous and asynchronous upload pipelines is where Unity saves the data at build time, which affects how Unity loads it at runtime.

In the synchronous upload pipeline, Unity must load both the metadata (header data) and the texel or vertex data (binary data) for the texture or mesh in a single frame. In the asynchronous upload pipeline, Unity must load only the header data in a single frame, and it can stream the binary data to the GPU over subsequent frames.

In the synchronous upload pipeline:

In the asynchronous upload pipeline:

Additional resources

Loading texture and mesh data asynchronously

Check whether a mesh uses the asynchronous upload pipeline


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