Async load from saved graph

We’re using cached graphs to speed up loading time, but the cached loading appears to be a blocking function and is taking too long to pass cert. I’ve tried moving it to a thread as suggested here:
Async load from cache - General - Support Forum (arongranberg.com)

But Unity is complaining about not accessing its objects outside of the main thread. The DeserializeGraphs function appears to use Unity objects internally as it unpacks the data. Is there some way around this?

Hi

Which graph type are you using?

We are using recast graphs.

Hi

Hmm, yeah, sorry. Currently, it is not possible to do this asynchronously. :frowning:
Do you get any stack-trace when it tries to use the unity api? It might be possible to remove that code just for your use case.

No problem. I have rewritten the load routines as coroutines.

1 Like