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Package details
- Latest version
- 1.1
- Last updated
- First released
- Unity version
- 6000.3.4 or later
- Package size
- 105 KB
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- 21
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Keywords
BT-OptiCache X: AAA-Level Asset Loading & Stutter elimination Framework
A complete plug-and-play caching solution. Eliminate loading stutters, optimize memory, and supercharge load times by automatically caching textures, meshes, and recording runtime shader variants.
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BT-OptiCache X: AAA-Level Asset Loading & Stutter elimination Framework screenshot 1
About this asset
Eliminate Stutter and Supercharge Load Times with AAA-Level Caching
Harness the same seamless background streaming and shader warmup techniques used in top-tier optimization workflows. BT-OptiCache X delivers a professional-grade, highly optimized framework designed to bridge the gap between heavy scene loads and buttery-smooth gameplay.
Core Caching Systems
- Advanced Texture & Mesh Caching: Automatically serialize and save textures and static meshes to disk. Drastically reduces memory overhead and speeds up subsequent loads.
- Smart GPU Readback: Seamlessly caches non-readable textures via AsyncGPUReadback without blocking the main thread, handling decompression on the fly.
- Automated Memory Management: Features an intelligent LRU (Least Recently Used) auto-pruning system. Set your maximum cache size (MB), and the system automatically cleans up the oldest files to prevent disk bloat.
- Burst-Compiled Performance: Utilizes Unity's Job System and the Burst compiler for lightning-fast FNV-1a collision-resistant hashing, binary serialization, and header validation.
Zero-Stutter Shader Warmup & Recording
- Runtime Variant Recording: The built-in ShaderVariantRecorder runs silently in the background, tracking the exact shader variants and keywords used during gameplay and saving them to a per-scene .vrec.json file.
- Pre-emptive Scene Warmup: Use ShaderWarmupManifest ScriptableObjects to automatically load and warm up these exact recorded variants before the scene loads. Say goodbye to mid-game shader compilation stutters.
- Frame-Paced Batching: Configurable warmup batch sizes spread the shader compilation across multiple frames, keeping your loading screens perfectly smooth.
Production-Ready Editor Tools
- Next-Gen UI Toolkit Dashboard: Experience a beautiful, AAA-quality editor interface. Monitor live hit/miss rates, arc charts for cache efficiency, disk usage bars, and manage recorded shader manifests directly from the OptiCache X Dashboard.
- One-Click Scene Setup: Instantly deploy the required managers and recorders into your active scene with automated component validation.
- Global Settings Asset: Control global toggles, batch sizes, and disk limits through a clean, centralized ScriptableObject.
Workflow & Architecture
- Loading Screen Integration: Exposes OnTexturePassProgress and OnMeshPassProgress UnityEvents (and static actions), making it incredibly easy to drive loading screen UI sliders and percentage bars.
- Event-Driven & Thread-Safe: Heavy I/O operations are offloaded to background threads. A robust MainThreadDispatcher ensures that native GPU uploads happen safely on the main thread without freezing the game.
- Scene-Scoped Architecture: Works globally or on a per-scene basis. Easily support additive scene loading and complex multi-scene setups.
Enterprise Quality:
- Extensive, clean, and well-commented C# code.
- Professional architecture focused on modularity and extreme performance.
- Designed by developers, for developers—built to handle complex 3D environments and action-heavy projects where frame pacing is critical.
What You Get
- Complete source code with detailed XML comments.
- Burst-compiled Jobs for high-speed data processing.
- Beautiful UI Toolkit Custom Editors and Dashboard.
- Automated Shader Variant Recorder and Warmup system.
- Example implementation guidelines for loading screens.
From the publisher's Asset Store listing.
Technical details
Core Systems:
- OptiCacheXManager: Handles scene scanning, batching, and progress events.
- Texture/Mesh Cache Managers: Abstract architecture handling async disk I/O, binary headers, and GPU readbacks.
- ShaderVariantRecorder: Background tracking of used PassTypes and Keywords.
- ShaderWarmupCache: Frame-paced ShaderVariantCollection compilation.
Key Features:
- Platform-independent FNV-1a deterministic hashing.
- Jobified binary serialization using NativeArray.
- Advanced UI Toolkit dashboard with real-time stats (OptiCacheXStats).
- ScriptableObject-driven configuration files and manifests.
Technical Specifications:
- Compatible with Built-in, URP, and HDRP.
- Complete C# source code included.
- Requires Unity's Burst compiler and Mathematics packages.
- Non-blocking, asynchronous file I/O operations.
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.3.4f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.