ImageConversion.LoadImage
and Texture2D.LoadImage
are slow when loading large images (greater than 2K) at runtime. They blocks the Unity main thread when loading the image for a duration between a hundred milliseconds and even a few seconds. This is a dealbreaker for those games and applications that want to load those images programmatically at runtime.
This package aims to offload image loading, image decoding and mipmap generation to other threads. It creates smoother gameplay and reduces lag spike on the Unity main thread when loading large images.
This package uses FreeImage. which is the same library used by Unity to process image data.
This package is developed in Unity 2019.1. It may work on Unity 2020 and Unity 2021.
The package can be installed using the Git URL https://github.com/Looooong/UnityAsyncImageLoader.git
by following Installing from a Git URL instructions.
- Unity Burst
- Unity Mathematics
/// <summary>Settings used by the image loader.</summary>
public struct LoaderSettings {
/// <summary>Create linear texture. Only applicable to methods that create new <c>Texture2D</c>. Defaults to false.</summary>
public bool linear;
/// <summary>Texture data won't be readable on the CPU after loading. Defaults to false.</summary>
public bool markNonReadable;
/// <summary>Whether or not to generate mipmaps. Defaults to true.</summary>
public bool generateMipmap;
/// <summary>Automatically calculate the number of mipmap levels. Defaults to true. Only applicable to methods that create new <c>Texture2D</c>.</summary>
public bool autoMipmapCount;
/// <summary>Mipmap count, including the base level. Must be greater than 1. Only applicable to methods that create new <c>Texture2D</c>.</summary>
public int mipmapCount;
/// <summary>Used to explicitly specify the image format. Defaults to FIF_UNKNOWN, which the image format will be automatically determined.</summary>
public FreeImage.Format format;
/// <summary>Whether or not to log exception caught by this method. Defaults to true.</summary>
public bool logException;
public static LoaderSettings Default => new LoaderSettings {
linear = false,
markNonReadable = false,
generateMipmap = true,
autoMipmapCount = true,
format = FreeImage.Format.FIF_UNKNOWN,
logException = true,
};
}
var imageData = File.ReadAllBytes();
var texture = new Texture2D(1, 1);
var loaderSettings = AsyncImageLoader.LoaderSettings.Default;
var success = false;
// =====================================
// Load image data into existing texture
// =====================================
// Use the default LoaderSettings
success = await AsyncImageLoader.LoadImageAsync(texture, imageData);
// Similar to ImageConversion.LoadImage
// Mark texture as unreadable after reading.
success = await AsyncImageLoader.LoadImageAsync(texture, imageData, true);
// Use a custom LoaderSettings
success = await AsyncImageLoader.LoadImageAsync(texture, imageData, loaderSettings);
// ==================================
// Create new texture from image data
// ==================================
// Use the default LoaderSettings
texture = await AsyncImageLoader.CreateFromImageAsync(imageData);
// Use a custom LoaderSettings
texture = await AsyncImageLoader.CreateFromImageAsync(imageData, loaderSettings);
The synchronous variants are the same as the asynchronous counterparts but without Async
suffix in theirs name. They are useful for debugging and profiling within a frame.
var imageData = File.ReadAllBytes();
var texture = new Texture2D(1, 1);
var loaderSettings = AsyncImageLoader.LoaderSettings.Default;
var success = false;
// =====================================
// Load image data into existing texture
// =====================================
// Use the default LoaderSettings
success = AsyncImageLoader.LoadImage(texture, imageData);
// Similar to ImageConversion.LoadImage
// Mark texture as unreadable after reading.
success = AsyncImageLoader.LoadImage(texture, imageData, true);
// Use a custom LoaderSettings
success = AsyncImageLoader.LoadImage(texture, imageData, loaderSettings);
// ==================================
// Create new texture from image data
// ==================================
// Use the default LoaderSettings
texture = AsyncImageLoader.CreateFromImage(imageData);
// Use a custom LoaderSettings
texture = AsyncImageLoader.CreateFromImage(imageData, loaderSettings);
If the image has alpha channel, the format will be RGBA32
, otherwise, it will be RGB24
.
If the LoadImage
and LoadImageAsync
variants are used with generateMipmap
set to true
, the mipmap count is set to the maximum possible number for a particular texture. If you want to control the number of mipmap, you can use the CreateFromImage
and CreateFromImageAsync
instead.
The mipmaps are generated using box filtering with 2x2 kernel. The final result won't be the same as Unity's counterpart when using texture import in the editor.
After AsyncImageLoader
method finishes executing, the image data are still transfering to the GPU. Therefore, any object, like material or UI, that wants to use the texture afterward will have to wait for the texture to finish uploading and thus block the Unity main thread.
There is no easy way to detect if the texture has finished uploading its data. The workarounds are:
- Wait for a second or more before using the texture.
- (Not tested) Use
AsyncGPUReadback
to request a single pixel from the texture. It will wait for the texture to finish uploading before downloading that single pixel. Then the request callback can be used to notify the Unity main thread about the texture upload completion.
This package is inspired by Matias Lavik's unity-async-textureimport
.