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Lag with dynamic loading

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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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