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Does using addressables potentially double memory use as implied by the docs?

Discussion in 'Addressables' started by dizzy2003, May 27, 2020.

  1. dizzy2003

    dizzy2003

    Joined:
    Nov 25, 2013
    Posts:
    108
    "In this example, the tree asset is not actually unloaded at this point. You can load an asset bundle, or its partial contents, but you cannot partially unload an asset bundle. No asset in stuff will unload until the bundle itself is completely unloaded" from https://docs.unity3d.com/Packages/com.unity.addressables@1.8/manual/MemoryManagement.html

    This implies to me that if I load 99% of the items from an addressable group (an asset bundle) there will be the assetBundle in memory containing lz compressed version of the asset and the uncompressed assets as well in memory.

    And if the asset compressed badly (pre compressed audio sy) you can potentially have double the mem use?

    So moving over to addressables could have infact made my console memory issues worse?

    Its not really clear to me whats going on under the hood with the asset bundle. But I really hope its just loading the bit thats needed decompressing it then freeing up the compressed part from the bundle load.