We have a system in our game where we load a lot of assets dynamically from asset bundles. The gist of it is that we call AssetBundle.LoadAsync, yield to the request, and then instantiate/use/whatever the AssetBundleRequest.asset. To keep memory down (this is an iOS title), I'd also like to call AssetBundle.Unload( false ). However, if I call this in my loading coroutine immediately after the asset is loaded it seems that the main thread of the game stalls as it forces Application.Integrate Assets In Background. Basically I'm asking if there's a way to check to see if the asset integration is completed so I can unload the bundle at that point? Or if I'm going about this entirely the wrong way?