SrejonKhan / SrejonKhan/AsyncImageLibrary
Async GPU Upload Support?
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- Dominant language
- C#
- Stars
- 43
- Forks
- 7
- Avg merge
- 2m
- Merged PRs (30d)
- 8
Description
Hello,
Thank you for all the work on this package!
It seems to be using Texture2d.Apply under the hood. If I am not mistaken, this triggers a synchronous GPU upload. This synchronous upload can cause frames to drop if the image is not small, and/or its a weak mobile device.
Do you have any suggestions for doing asynchronous GPU uploads?
Best,
Gerald
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the package's use of Unity's Texture2d.Apply, which the issue identifies as the synchronous upload entry point. Determine whether asynchronous GPU uploads are supported or need a new design, and define completion using frame-time behavior on large images or weak mobile devices.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100