I am trying to understand addressables. I am loading and releasing textures - which shows up in the Memory Profiler. However, the total amount of memory only travels in one direction - it continues to climb, as the memory classified as “Untracked Memory” continues to grow.
private string mainTextureKey;
private AsyncOperationHandle<Texture> mainTextureHandle;
private async UniTask LoadAndSetTexture()
{
mainTextureHandle = Addressables.LoadAssetAsync<Texture>(mainTextureKey);
mainTexture = await mainTextureHandle.ToUniTask();
}
private void OnDestroy()
{
mainTexture = null;
Addressables.Release(mainTextureHandle);
Resources.UnloadUnusedAssets();
System.GC.Collect();
}
Has anyone had success with shrinking the overall memory footprint of the application?
I am building and testing on android.