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Addressables RAM Usage

Discussion in 'Addressables' started by Ceylan12, Aug 27, 2020.

  1. Ceylan12

    Ceylan12

    Joined:
    Dec 24, 2016
    Posts:
    113
    Hello guys, My all cars was in resources folder and all textures, meshes attached to cars. I was spawning one car at single time and all textures in all cars was using RAM.
    I started to use Addressable and started to instantiate car prefab with code at bottom, I'am using Adressable.ReleaseInstance. Will it work to decrease RAM usage?
    Code (CSharp):
    1. Addressables.InstantiateAsync("Cars1",Vector3.zero,Quaternion.identity,this.transform).Completed += handle =>  {
     
  2. Ceylan12

    Ceylan12

    Joined:
    Dec 24, 2016
    Posts:
    113
    Hello, It's active question.
     
  3. WeltenbauerRenn

    WeltenbauerRenn

    Joined:
    Jun 20, 2017
    Posts:
    40
    I wonder that all textures get loaded. Does this one car reference every texture, or is this behaviour just in the editor (which caches a lot of stuff)?

    Addressables will decrease your RAM if you split your assets in multiple bundles that can be unloaded if your have the situation where not stuff ist loaded and later on unloaded. So it mostly depends on your asset layout and how your game loads assets.
     
  4. Ceylan12

    Ceylan12

    Joined:
    Dec 24, 2016
    Posts:
    113
    Cars references some textures, I removed all cars from scenes. I will load cars with addressable. It's my case. I will test this case.
     
  5. Patrick_PS

    Patrick_PS

    Joined:
    Sep 9, 2019
    Posts:
    142
    Are all car prefabs in one addressable group that is set to "pack together"?
     
  6. Ceylan12

    Ceylan12

    Joined:
    Dec 24, 2016
    Posts:
    113
    All of them in same group, but I selected pack seperatly.