I’m creating a game that needs to download a lot of assets - mostly UI textures and sounds.
My basic workflow is to:
- Download the data
- Process it into a pc.Texture object
- Use it
- Trigger pc.Texture.destroy() when I don’t need it anymore (happens rarely, as many images are shared between UI windows)
BUT, based on other forum topics, it seems the suggested way to handle asset management is to always register the files in AssetRegistry. Why is that? Is there any gain from using AssetRegistry?