# Make a texture compatible with asynchronous texture loading

> Configure a texture or a mesh so Unity can load it in the background.

A texture is eligible for the asynchronous upload pipeline if the following conditions are met:

* The texture is not read/write enabled.
* The texture is not in the Resources folder.
* If the build target is Android, LZ4 compression is enabled in the [Build Profiles](/engine/6000.0/manual/building-and-publishing/build-settings/build-profiles.md) window.

Note that if you load a texture using `LoadImage(byte[] data)`, this forces Unity to use the synchronous upload pipeline, even if the above conditions are met.

A mesh is eligible for the asynchronous upload pipeline if the following conditions are met:

* The mesh is not read/write enabled.
* The mesh is not in the Resources folder.
* The mesh has no [BlendShapes](/engine/6000.0/script-reference/unityengine/mesh/blendshapecount.md).
* Unity has not applied Dynamic Batching to the mesh, either because the mesh is ineligible for Dynamic Batching or because Dynamic Batching is disabled. For more information on Dynamic Batching, see [Draw call batching](/engine/6000.0/manual/analysis/graphics-performance-profiling/reduce-draw-calls/draw-call-batching/draw-call-batching.md).
* The mesh vertex/index data is not needed by a Particle System, a Terrain, or a Mesh Collider.
* The mesh has no [bone weights](/engine/6000.0/script-reference/unityengine/mesh/boneweights.md).
* The mesh [topology](/engine/6000.0/script-reference/unityengine/meshtopology.md) is not [quads](/engine/6000.0/script-reference/unityengine/meshtopology/quads.md).
* The [meshCompression](/engine/6000.0/script-reference/unityeditor/modelimporter/meshcompression.md) for the mesh asset is set to [Off](/engine/6000.0/script-reference/unityeditor/modelimportermeshcompression/off.md). If the build target is Android, LZ4 compression is enabled in the [Build Profiles](/engine/6000.0/manual/building-and-publishing/build-settings/build-profiles.md) window.

In all other circumstances, Unity loads textures and meshes synchronously.
