Do you think it could be a good idea to build an assetbundle for each texture/mesh?
Hi, we do that to fragment loads/unloads as much as possible.
Consider to manage each assetbundle as resource with an associated counter:
- with a resource counter you can re-use an already loaded resource (avoids re-loading)
- with a resource counter you can release memory when none references an asset
Kind regards, Keld