AssetBundle INCREASES Memory Allocation

HI, i have a login scene which goes to a dashboard scene then to one of many gametype scenes. I decided to asset bundle the different scenes to make it so that i don’t have to allocate every image and prefab all the time. The problem is, using asset bundling made my game less efficient.
I ran the profiler with and without bundle asset capability. So both tests go from login scene → dashboard scene, can anyone explain this?

WITH BUNDLE ASSETS
login scene total memory allocated: 0.78GB
after transition to dashboard scene total memory allocated: 0.99GB

WITHOUT BUNDLE ASSETS
login scene total memory allocated: 0.76GB
after transition to dashboard scene total memory allocated: 0.82GB

I also tested on WebGL both versions, and once i got to the dashboard on each version, i have a debug UI display that shows memory allocation, it reflected the same ratio.
And for the record i removed the scenes I’m loading from the build settings when testing the bundle asset versions

Thanks
Mitch

What do you mean by:

so that i don’t have to allocate every
image and prefab all the time

If assets are actually shared between scenes the assets are only loaded once. However when you duplicate the same assets and put them into several assetbundles you will end up with more over-all memory usage.

Your question is way too abstract as we could determine how you actually used assetbundles in your case. The main point of assetbundles is to load them in at runtime, usually from an external source, so the initial size of your game / app is smaller. Assetbundles won’t increase “performance”. Actually the loaded bundles require some additional memory as long as they are held in memory. I’m not sure if you got the intention of AssetBundles