Do everyone use Assets runtime to load resources asynchronously?
Should we use Loader, URLLoader, or Assets to load resources asynchronously at runtime?
By the way, does OpenFL have a built-in method to load multiple files simultaneously? Is it the concurrency setting?
It depends.
Some people preload all of their assets at startup, so that they don’t need to be loaded asynchronously.
If your app’s start up time is slow, and you don’t need all of the assets right away, it might make sense to load some assets asynchronously when they are needed.
If you have so many assets that they cannot all fit in memory at the same time, then you need may need to unload some before loading others.
The Assets class is probably the easiest option for loading data in OpenFL. However, this works best for assets that you already know exist at compile-time. Some projects may require loading images and other data that is not known at compile-time (such as user-uploaded profile images). Or they might need to need to load things from other domain names, or from other URLs on their own website. In those cases, they would probably use URLLoader (for text or binary) or Loader (for images).
It should just work without any configuration. If you were to use URLLoader, just create multiple URLLoaders. If you’re using Assets, call multiple methods to start loading each asset before the previous one finishes.
Okay, okay. Thank you very much