My game is 2.5D, almost 90% contents are textures, similar to Ori.
I ensure the assetbundle files size less than 1MB without compression, put in Asset/StreamingAssets folder.
When the assetbundle has been loading, the CPU spent less than 1ms and looks well on PC, but there was a lag(or called a momentary pause) on Xbox One. I guess it also happens on Android and iOS.I will try that later.
That lag happened when AssetBundle.LoadFromFileAsync to be called. And also happened even if I commented all codes after AssetBundle.LoadFromFileAsync.
I have tried many ways:
Scale the AssetBundle file to larger or smaller.
Package one or more prefab of sprite in AssetBundle. And Instance prefab in several frames.
Can someone help me, or any advice?
![alt text][1]
[1]: /storage/temp/119057-image-2.png
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