# SetPreloading(float, bool, Camera)

> Initiate preloading of streaming data for this camera.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.StreamingModule

```csharp
public void SetPreloading(float timeoutSeconds = 0, bool activateCameraOnTimeout = false, Camera disableCameraCuttingFrom = null)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): Optional timeout before stopping preloading. Set to 0.0f when no timeout is required.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Set to True to activate the connected [Camera](/engine/6000.0/script-reference/unityengine/camera.md) component when timeout expires.**** (\[Camera]\(/engine/6000.0/script-reference/unityengine/camera)): [Camera](/engine/6000.0/script-reference/unityengine/camera.md) to deactivate on timeout (if activateCameraOnTime is True). This parameter can be null.

### Remarks

Activate texture streaming at this camera location. This is for preloading texture mipmaps prior to a [Camera](/engine/6000.0/script-reference/unityengine/camera.md) being activated a short time later. When the Camera component on the same GameObject becomes enabled, preloading will be disabled. Preloading can be manually disabled with [StreamingController.CancelPreloading](/engine/6000.0/script-reference/unityengine/streamingcontroller/cancelpreloading.md)

The function will do nothing if called when the associated Camera is already enabled.
