To identify which upload pipeline Unity is using for a meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary, you can use the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary or another profiling tool and observe thread activity and profiler markersPlaced in code to describe a CPU or GPU event that is then displayed in the Unity Profiler window. Added to Unity code by default, or you can use ProfilerMarker API to add your own custom markers. More info
See in Glossary.
The following indicate that Unity is using the asynchronous upload pipeline to upload textures or meshes:
AsyncUploadManager.ScheduleAsyncRead
, AsyncReadManager.ReadFile
, and Async.DirectTextureLoadBegin
profiler markers.AsyncRead
thread.If you do not see this activity, then Unity is not using the asynchronous upload pipeline.
Note that the following profiler markers do not indicate that Unity is using the asynchronous upload pipeline; Unity calls them to check whether any asynchronous upload work needs to occur:
Initialization.AsyncUploadTimeSlicedUpdate
AsyncUploadManager.AsyncResourceUpload
AsyncUploadManager.ScheduleAsyncCommands