If you plan on jumping into Unity Addressables Pooling, be careful. You better make sure the object pool is not empty.

In previous posts, I showed you how to load content in your game without limits.

Well, sure there are limits, but you are not likely to reach them if you did a good job at implementing your asset content management system. And I'm pretty sure you'll get it right enough if you followed my advice.

But so far, I can say we are missing one important piece of the puzzle, though. I mean, we're missing many, but today I want to focus on a very specific one: latency.

What's latency?

Latency is the time it takes between starting something and finishing it. It is some sort of delay that we usually want to avoid.

You suffer latency when cooking your microwave popcorn, for instance. There, you start the microwave and have to wait for 3 to 5 minutes. And we want to eat popcorn right away, so this kind of latency is bad.