Hello, I was excited to read that the 5.3 Beta comes with asynchronous texture upload capabilities. However after some browsing I'm somewhat embarrassed to say I've had some trouble understanding its operation. I work with an application that performs a high number of tile-based image loading operations via Texture2D.LoadImage(), it would certainly be beneficial to perform as much texture processing asynchronously if possible. I'm reading the Async Texture Upload document located in the 'Preview of 5.3' thread. Unfortunately I can't post the relevant excerpt here as a convenience because it blocks me from posting due to "spam". With regards to "It works with textures that are set to Not read-write enabled in the project", does this mean that async texture uploading only works with textures included in the project? That seems to conflict the last sentence where runtime loading from the Resources folder is unchanged. So if it doesn't work with LoadImage(), disregard the below questions: If I'm misunderstanding and it does work with LoadImage(), Currently I acquire 'byte' byte arrays via HTTP downloads that contain images which are then loaded via creating a new Texture2D, then loading it with LoadImage(). Is this applicable? Is there another way to monitor the completion of async texture upload other than listening for AwakeFromLoad()? I process a lot of textures during runtime in a single object, and those textures are not always used alongside creation of new GameObjects, they are also used to update old tiles, thus the AwakeFromLoad() method is not viable.