We present an efficient resource scheduling scheme for out-of-core dynamic streaming of a 3D scene. The entire scene is stored in the cloud and relevant scene data are streamed to a client mobile device in real time based on a user-selected path in the 3D scene. We analyze the path data in order to yield efficient streaming of 3D urban objects. We compare streaming scheduling based on the user-selected path and on only the user's current location (i.e. without path lookahead) in terms of {\color{black}number of loaded objects}, rendering performance, and storage. The client application is implemented in Unity game engine and we perform experiment on an Android mobile device. Was presented in IWAIT-IFMIA 2019.