When adding scenes to Addressables, there is a significant increase in memory usage during scene loading (not downloading) specifically on iOS devices. The issue persists across various configurations of Addressables and does not appear in the editor’s profiler.
I thought that I would be able to add as many Addressable scenes as I like and be able to load them separately if needed. Is it impossible?
Steps to reproduce:
- Set up Addressables with the following configuration:
- Remote Load Path
- Contiguous Bundles: On
- Non-Recursive Dependencies: On
- Asset Load Mode: Requested Asset and Dependencies
- Add multiple scenes to Addressables, testing with:
- Pack Together
- Pack Separately without moving duplicates to a separate group
- Pack Separately with duplicates in a Pack Together group
- Pack Together By Label
- Monitor memory usage during scene loading on an iOS device.
Expected Result:
Memory usage should remain stable during scene loading.
Actual Result:
Memory usage increases significantly with each added scene when using LoadSceneAsync on iOS devices.
Additional Information:
- Tested Addressables versions: 2.3.1, 1.21.18, 2.3.7
- Unity version: 6000.0.11f1
- Number of included assets: approximately 1000
- Total size of all bundles: around 150 MB
- Both shared and non-shared dependencies are present in the scenes.
- Changing Addressables Settings did not yield any improvements.
- There are concerns about whether Addressables metadata might be consuming significant memory, even though they are not explicitly loaded.
Possible Cause:
The issue may arise from how Addressables manages dependencies and metadata on iOS, leading to increased memory consumption.
Attachments:
On the first screenshot number of assets equals 588 and on the second its equals 1009.
Size of all bundles: 53mb vs 111mb. In this addressable scene 99% of shared addressables assets.