AssetBundle.LoadAsync does hiccups

Ok, I have a prefab of a model with an extra big texture 4096x4096 (just for testing hiccups) and created an AssetBundle of it.

I stream the AssetBundle by using the WWW class. After that, I do

www.assetBundle.LoadAsync( [url]www.assetBundle.mainAsset.name[/url], typeof( GameObject ) );

This loads the prefab but it still gives me hiccups. Am I doing something wrong here?

Just for Info, I’m using C#.

nothing, hickups with massive textures are to be expected when the texture is rendered first.

you can’t expect that non-highest end cards take 80MB strikes just like that :wink:

Ok, what I expected. So the main loading seems to work.