Comments (1)
Hello, correct, there is no way to configure this unfortunately, but there are already various throttles used internally to limit both requests and processing workloads that happen in the main thread, idea being to meet a good tradeoff between loading speed and processing overhead.
If you have implemented some custom TextureTileLayer/ElevationTileLayers, then those implementations could always throttle requests themselves (e.g. use a semaphore in the GetTextureTile), but I'm not sure that applies.
A more immediate idea: If it is acceptable to have gaps in the map as data loads and your goal is to reduce networking overhead, you could set mapRenderer.RequestTilesAroundView
to false
. That should get rid of a chunk of requests that prospectively load tiles which aren't visible but around the current map extents.
One last thought, all the map data related network requests go through UnityWebRequest API-- maybe there is a way to configure a throttle for that globally?
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