Hello, Scenario: Per scene AssetBundle. Only one scene is loaded at the time (no additive loading). Static combined chunks with LODGroup - I combine them at build time to avoid CPU batching overhead for hundrets of small objects => every chunk is 50x50 m, 3 LODs = lots of memory if everything is loaded. I am looking for a way to load/unload unused LODs on the fly to release some GPU memory eg. Mesh Streaming. It has to be async to avoid spikes (so Resources.UnloadUnusedAssets is out of way). I would prefer to keep one AssetBundle per scene. Anyone tries to tackle this evil problem?