# Loading texture and mesh data asynchronously

> How Unity loads texture and mesh data at runtime.

Strategies and resources for uploading texture and mesh data to the GPU asynchronously, to improve performance.

| **Topic**                                                                                                                                                                                             | **Description**                                                                                                                              |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| [Uploading texture and mesh data to the GPU](/engine/6000.3/manual/materials-and-shaders/textures/texture-loading/loading-textureand-mesh-data-introduction/data.md)                                  | Understand the difference between the synchronous and asynchronous upload pipelines, and what makes a mesh eligible for asynchronous upload. |
| [Check whether a mesh uses the asynchronous upload pipeline](/engine/6000.3/manual/analysis/graphics-performance-profiling/loading-texture-mesh-data-asynchronously/identify-mesh-upload-pipeline.md) | Identify whether Unity is using the synchronous or asynchronous upload pipeline for a specific mesh.                                         |
| [Configure the asynchronous upload pipeline](/engine/6000.3/manual/analysis/graphics-performance-profiling/loading-texture-mesh-data-asynchronously/configure-asynchronous-upload-pipeline.md)        | Configure the streaming buffer and upload time Unity allocates for asynchronously uploading mesh data to the GPU.                            |
