Streaming content using addressables

So, I’m kinda looking into options when it comes to streaming assets/data in an open world scenario. Considering regular additive sceneloading doesn’t release memory, I was looking into addressables.

I have stumbled upon issues, likely due to lack of understanding.
The main issue, is that I can’t really load anything async, be it assets or scenes, without the game hitching.
Looking at the profiler, you can see a massive spike and gc allocation. This is just loading base meshes, or scenes containing it; so no scripts.

Any thoughts in dealing with the issue? Alternative solutions? I know lag free loading has kinda been a soar spot, but I was hoping addressables could do the trick.

/cheers :slight_smile:

As far as I know, whenever a scene or asset is loaded through Addressables (or asset bundles in general), it needs to ‘merge’ or ‘integrate’ these assets into the main thread resources, which causes the hitch.
In which version of Unity are you currently working? I see similar behaviour in 2020.3, where we load in assets async when others join in a multiplayer game, and the moment their avatar is spawned, it causes a huge hit in FPS due to the assets being merged in. I think I read that this hitch of loading in assets/scenes async would become a working point for a future version of the Unity engine. I’m not sure it’s still present in 2021 or 2022 versions of Unity. If you’re on 2020 or older, perhaps you could look into upgrading to see if the issue is resolved.

Thanks for the answer LuGus, project is on 2022.

Imagine your’re right, just dont’ see a good solution. Considering it hitches loading a single asset, it wouldn’t even help streaming them in one at a time rather than through scenes.
Seems most who have resolved this issue have done so with source access