Hello,
We are loading huge static asset trough Addressables on the start of the game that will not be unloaded during the session (they are part of singletons and used constantly).
However, the compressed file data (which is the AssetBundle file) is just clogging up memory and i would like to free it without destroying loaded assets.
Previously that was done with AssetBundle.UnloadAsync(false)
, however i cannot find that functionality when using Addressables.
Is there any way to do it?