Choosing the right tech: 3 runtime asset loading options compared

Managing digital assets for real-time 3D (RT3D) projects is becoming increasingly more complex. Developers and technical artists are tasked with balancing performance, memory optimization, and user experience, all while ensuring their projects can scale across different platforms.
Choosing the right runtime asset loading solution can play a big part in the success of your RT3D projects. The Unity Asset Manager (UAM) is a digital asset management solution that provides a robust foundation for organizing and managing assets, enabling cross-functional collaboration, and optimizing assets across platforms.
Unity Asset Manager supports three asset loading technologies:
- Unity 3D data streaming (3DDS) – exclusive to Unity Asset Manager
- gITF Loading
- AssetBundles/Addressables
Let’s dive into the differences between these technologies so you can pick the one that is best suited for your projects.
What is runtime asset loading?
Runtime asset loading is the process of dynamically loading or unloading digital assets during the runtime of an application, rather than preloading everything during the initial launch. This approach enables applications to optimize resource utilization, improve load times, and cater to a broader range of device capabilities.
Unity Asset Manager plays an essential role in preparing assets for runtime loading by ensuring assets are organized, optimized and formatted for seamless integration. But depending on your project type, different runtime technologies may better suit your needs.
Comparing 3 runtime asset loading solutions
1. 3DDS (Unity 3D Data Streaming)
Unity’s 3DDS solution leverages tools like Pixyz for data preparation and streaming optimization. It’s tailored for handling large, complex models in RT3D environments. This makes it an ideal choice for industries like architecture, manufacturing, and automotive that deal with large-scale models. It also works well for visualization applications requiring metadata preservation and VR (virtual reality) walkthroughs in detailed environments.
Key features:
- Progressive loading capabilities enable “instant first pixel” rendering
- Adaptive fidelity scanning optimizes memory usage for various device capabilities
- Retains complex model hierarchies and metadata
2. glTF Loading
glTF (GL Transmission Format) is a standardized, platform-agnostic file format designed for efficient transmission of 3D assets. Unity gITFast supports the import and export of glTF 3D files both at runtime and within the Editor. This tech works great for applications like E-commerce product configurators, where users interact with customizable 3D assets or applications prioritizing long-term compatibility and platform independence.
Key features:
- Cross-platform compatibility
- Simplified implementation for 3D model viewing and interaction
- Standardized format enables easy reusability across diverse projects
3. AssetBundles/Addressables
Addressables is Unity’s built-in system for runtime asset loading, designed to simplify the process of dynamic content management. Built on top of AssetBundles, Addressables provides a high-level API that automates tasks like dependency tracking and content versioning. This is the best choice for complex game content, like games requiring frequent updates or downloadable content.
Key features:
- Supports all Unity asset types
- Efficiently manages dependencies to avoid duplicate loading
- Simplifies updates for live-service games through content versioning
Why choosing the right technology matters
Making the right runtime asset loading choice depends on your project's unique requirements. Here are some key criteria to consider when selecting a solution:
1. Complexity of assets: High-detail geometry vs. lightweight 2D assets
2. Project type: Are you building a game, interactive application, or industrial visualization?
3. Cross-platform needs: Do assets need to be able to function across multiple platforms?
Alignment between your chosen tool and project goals directly affects application performance, end-user experience, and scalability.
Deepen your runtime asset loading knowledge
The differences between AssetBundles/Addressables, gITF, and 3DDS go beyond what we’ve covered here. To fully understand which tool fits your RT3D project goals, read our e-book, Choosing the right runtime asset loading technology for RT3D projects, for a thorough breakdown and expert recommendations.



