Are assets loaded additively in one scene loaded again if the next scene also contains them?

Hey folks, anybody use LoadSceneAsync w/ LoadSceneMode.Additive much? I’m wondering if a texture used (say in a GUI) in one scene needs to be loaded again if it’s also used by the second scene that’s being loaded Additively? Say I have a texture used as an Ad in a gui in one scene, then it’s used as a billboarding sprite in a subsequent scene that’s loaded additively? Or if a texture used for a couch in the first scene is reused for a chair in the second scene, would that need to be loaded additionally?

Just trying to make this WebGL build load as fast as possible. =D

Can’t seem to find a definitive answer for this in the docs, if anybody knows about this I’d appreciate it!

I’m not sure there is a definitive answer. When a scene changes, references could be released, and then unload assets could be called, but none of that gives us enough to intuit how Unity does stuff internally. There might also be caching happening at pretty much any point in the step: inside the network layer, inside Unity, or even inside the browser’s implementation.

Thanks for looking into this, @Kurt-Dekker ! Gah, that’s a little frustrating, though… My internet connection isn’t great, so testing to find the most efficient load is going to be a bit of a trawl.