# Objective - Since #10520, assets are unloaded from RAM by default. This breaks a number of scenario: - using `load_folder` - loading a gltf, then going through its mesh to transform them / compute a collider / ... - any assets/subassets scenario should be `Keep` as you can't know what the user will do with the assets - android suspension, where GPU memory is unloaded - Alternative to #11202 ## Solution - Keep assets on CPU memory by default |
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| .. | ||
| basis.rs | ||
| compressed_image_saver.rs | ||
| dds.rs | ||
| exr_texture_loader.rs | ||
| fallback_image.rs | ||
| hdr_texture_loader.rs | ||
| image_loader.rs | ||
| image_texture_conversion.rs | ||
| image.rs | ||
| ktx2.rs | ||
| mod.rs | ||
| texture_attachment.rs | ||
| texture_cache.rs | ||