Hey folks! I'm working on an automatic asset streaming system. Basically what it does: -generates an asset bundle for each model with low res textures ( 128x128 ) -generates asset bundles with higher quality textures and writes their paths in the main object asset bundle -generates scene bundles which contain a list of asset bundle paths and positions -from a scene asset bundle automatically streams the whole level ( with low resolution ) -after the level itself is initially loaded starts streaming the higher resolution textures ( the higher resolution is based on user preference ), with dependent on distance to an object order ( for say the objects nearer to the player get their higher resolution textures loaded first ) Additional Features: -terrain support -customizable texture resolutions -multiple texture resolutions -easy to use -great reusability - all the textures are grouped and once streamed are cached by unity - shared assets between scenes get downloaded just once There are two approaches for doing the low resolution thing : -Packing all the lower quality models into a scene asset bundle -Packing all of them separately Both methods have their pros and cons I've wen with the second one. I'm posting a sample scene, for you to test the speed. Not streamed - http://dl.dropbox.com/u/22188686/NotStreaming/WebPlayer/WebPlayer.html Streamed - http://dl.dropbox.com/u/22188686/Streaming/WebPlayer/WebPlayer.html The streamed one IS a bit slower. The actual speed benefit in this particular case comes when there are many scenes that reuse the assets. I'm creating the FASTER streaming option ( all the low res textures are packed in a single asset bundle ) some time soon. I'll post that too. Benchmarks and feedback are welcome!