November 2019
Intermediate to advanced
404 pages
12h 9m
English
The blank texture that is used during asynchronous texture loading can be jarring when it comes to game quality. We would like a way to control and force the texture to be loaded from disk to RAM and then to VRAM before it is actually needed.
A common workaround is to create a hidden GameObject that uses the texture and place it somewhere in the scene on the route that the player will take toward the area where it is actually needed. As soon as the player looks at that object, the texture is needed by the Rendering Pipeline (even if it's technically hidden), it will begin the process of copying the data from RAM to VRAM. This is a little clunky but easy to implement and works sufficiently well in ...
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