Search Issue Tracker
Won't Fix
Votes
1
Found in
5.5.2f1
Issue ID
895319
Regression
No
Starting Resources.LoadAsync will delay upcoming AssetBundle.LoadAsset's loading
Reproduction steps:
1) Download and open user's attached project
2) Build asset bundles ((upper menu) BuildTools -> Build -> Build AssetBundles for Android)
3) Build and run on any Android device
4) Press 'Load' button
-- Notice that in left top corner loading time is printed
Actual result:
When Resources.LoadAsync called next AssetBundle.LoadAsset takes 300 - 600 ms to load.
Expected result:
Resources.LoadAsync should not affect AssetBundle loading time.
Tested with Android and iOS and Windows 10. Every platform reproduces this issue.
Reproduced with:
2017.1.0a5, 5.6.0f2, 5.5.2p4, 5.4.5f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Standalone Player crashes with "TDerived GetOrLoad<TDerived>() where TDerived : T" when IL2CPP Code generation is set to "Faster (smaller) Builds"
- IndexOutOfRangeException and InvalidOperationException when logging XML string
- Script missing in "Assets/Settings/Mobile_Renderer/GlobalVolumeFeature" of "com.unity.template.urp-blank" template
- “Font Asset Creator - Error Code [Invalid_File_Structure]…“ error is logged when generating Font Assets from fonts with meta files from previous Editor versions
- Input.mousePosition returns (NaN, NaN, 0.00) when Scene view is opened
Add comment