Hi all, For one of our projects, we have developed a native plug in that enables us to load images read from disk or web as compressed textures in a unity game without any hickups. And I mean LOTS of textures. Think large city flythrough with progressive texture refinements, or google-earth-style landscape navigation. Basically, if you use Texture2d.load and then texture2d.compress, you will get a severe performance hit for each texture you load. On my core i7, that's about 30ms per 512x512 texture. If your application requires lots of texture loading, then you can't expect to maintain a smooth framerate while loading. On IOS, of course it gets even worse --> your first person view simply halts for a short while every time a texture is loaded in RAM. Not compressing the textures reduces the problem, but results in using up to 8 times more memory, which is also a big problem on IOS, and to a lesser degree on PC. Anyway, we've developed a solution to address this problem, and we're considering making it available through the asset store. Before we go through the process of making samples and tutorials, though, we'd like to hear if anyone of you are interested in such a plug in, and if it s worth the packaging effort on our end. Any feedback on this is appreciated.