Hello,
I recently read that when unloading a additive scene, Resources.UnloadUnusedAssets is required to manually to unload unused assets from memory. My question is, if I don’t call it, next time the unloaded scene is loaded again, will it use the remained assets memory?
The profiler is your friend:
Windows -> Analysis -> Profiler
Let us know what you find out.
Here’s some more scribbles about additive scene loading:
https://discussions.unity.com/t/820920/2
https://discussions.unity.com/t/820920/4
https://discussions.unity.com/t/824447/2
A multi-scene loader thingy:
My typical Scene Loader:
https://gist.github.com/kurtdekker/862da3bc22ee13aff61a7606ece6fdd3
Other notes on additive scene loading:
https://discussions.unity.com/t/805654/2
Timing of scene loading:
https://discussions.unity.com/t/813922/2
Also, if something exists only in one scene, DO NOT MAKE A PREFAB out of it. It’s a waste of time and needlessly splits your work between two files, the prefab and the scene, leading to many possible errors and edge cases.
Two similar examples of checking if everything is ready to go:
Yes.
I ln this case, installing the Memory Profiler package and going to
Windows -> Analysis -> Memory Profiler
is likely the more informative way of looking at this.