Addressable Scene

Hello.

I am developing an app with unity that takes a lot of memory on startup when I include all the scenes, so I started looking at Addressables, since my game is divided into many maps I decided to split my addressables bundles by scene. Although thankfully my game no longer crashes on startup due to out of memory exception, I now have the out of memory exception when loading any scenes, even though these scenes were not crashing individually when loaded normally, so I just moved my problem a little it seems.

I still don’t quite understand what happens behind the curtain with addressables it seems, could someone help me out? How could I reduce the memory usage when loading an addressable scene? Or Is there something better than addressable I could use to lower memory usage on startup?

Have you looked at the Addressables Best Practices Guid? It explains a lot of how to think about Addressables and organize your project.

One thing we always tell folks is to start thinking about how you want to unload your data when you organize it. An AssetBundle is only removed from memory after all references to it are unloaded.

We recommend using the Addressables Report to troubleshoot assets being bundled multiple times.

The Addressables Profiler module can help troubleshoot what is being bundled and loaded into memory.