Hi, the Unity documentation says “This has the added benefit of being able to keep the load operation handle in memory and instantiating the Result as often as needed without incuring additional unwanted overhead. One downside is it’s be possible to release the load handle too early and unload all the data needed by any currently instantiated prefabs.” - This explanation refers to the option of instantiating GameObject by LoadAssetAsync
instead InstantiateAsync
.
Well, I decided to load the asset and make several instances, after which I unloaded the asset (Addressables.Release), but the created instances are still on the scene and displayed correctly, although based on the documentation, unloading the asset while having instances on the scene may affect the data that these instances need.
I’m confused, why, in practice, what is described in the documentation does not correspond to reality???
The memory management section says that unloading some of the assets that are included in the AssetBundle does not mean that the bundle is partially unloaded, based on this, I can assume that the instances on the scene are displayed correctly because the bundle has not been unloaded yet?
I am grateful to those who will clarify this issue!