Hi all
I was wondering what the proper way is to release memory used by assets loaded through Addressables. I’m quite aware for the need to call Addressables.Release()
once you’re done. But I don’t have the impression that memory used by it is actually cleared. For example, when entering the main menu, the memory footprint is 2.2GB. (At this point very little has been loaded using Addressables). When entering an editor-like game mode where a player can create custom environments of sorts, the memory footprint increases to 9.5GB (expected). When entering the main menu again, this footprint remains this high. I call release/dispose on every asset we load, either when the item is not needed anymore or in OnDestroy of several manager scripts. In the event viewer, I can see all items are released properly, so no more lingering ref counters I suppose.
Is there something missing that still needs to be done to actually free up unused assets?
Thanks in advance!
Relevant system info:
- Unity 2018.4.23f1
- Addressables v1.13.1 (also tested with v1.16.1)