We are integrating addressables in an older version of Unity project, so scene management is in a mixed style, which means we either using Addressables.LoadSceneAsync or SceneManager.LoadSceneAsync. so when change to new scene by SceneManager.LoadSceneAsync, the previous scene which loaded by Addressables.LoadSceneAsync is not unloaded, thus scene instance listed in Addressables Event Viewer has always be increased. is this a situation of memory leak?
have a look of below captures, you can see City_01(by Addressables.LoadSceneAsync) has more than one instances. so how can I do?
** @Shaunyowns can you give me some advise?**
Hey @caochao88_unity , I can totally chase this up for you, I’ll send this over!
thanks, pls let me know when things are progressing。
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hey guys, what’s the progress of this problem
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