When using Addressables.LoadSceneAsync, SceneManager.LoadSceneAsync, and Resources.LoadAsync, you can delay the final Integrate step after the threaded download/setup phase.
This is important as the integrate step usually has a high performance cost and can easily impact the game’s frame rate. I have been able to mitigate this with the other methods by manually controlling the number of assets that are allowed to integrate in a single frame.
Addressables.LoadAssetAsync does not appear to have a similar feature, which seems like an oversight. Does anyone know if I am missing a way to do this? The assets in question are game object prefabs if that matters.
In case you are wondering why I don’t just use one of the other methods, I need to support all four of the async methods for the purpose of an Asset Store product.
Also, I have profiled this and the integrate step when using Addressables.LoadAssetAsync is 100% an issue.