Hello, quick question about assets being loaded in memory. I’ve tried using the profiler but its a bit difficult and it’s not fully answering my question.
I know when an asset is referenced as a public variable on an active gameobject, the asset is loaded into memory automatically when the scene opens. This is avoided by using Addressables, asset bundles, or store plugins.
Lets say I have 5 “Enemy Spawners” scattered around the scene. Each one has a list of different enemy prefabs, but they all contain the “Spider” enemy. What does the memory look like for this? Are there 5 copies of the Spider being loaded into memory, or is it a single instance thats just referenced by multiple sorces?