Hi,
I've been using Resources.LoadAsync to load a gameobject at runtime in the background. The object has children gameobjects and those children are referencing .asset files.
1. On iOS, it takes 2 seconds to load that object on an ipad air 2.
2. On Android, same object takes 10 seconds and a lag at the end when req.asset is accessed. This happens on Nexus 9, Galaxy S6 or any other fast or slow android.
My questions are:
1. Why is it slower on Android? Is it a game design issue that I have to change? or is this a Unity regression?
2. Do you recommend using asset bundles instead of Resources.LoadAsync? I've seen a post [here][1] that mentions LoadAsync is also slow for AssetBundle on Android.
I'd appreciate it if someone could confirm the issue or point me in the right direction.
Thanks!
[1]: http://answers.unity3d.com/questions/856903/resourcesloadasync-and-assetbundleloadassetasync-m.html
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