Why can't you partially unload an asset from a group?

From the manual: “You can load an asset bundle, or its partial contents, but you cannot partially unload an asset bundle.”

I’m working on a game where you see an overworld of many different worlds. Each world contains a lot of elements (meshes, materials, textures, particle effects). You can swipe around from one world to the next. Doing this will load a world you can see and unload the ones you cannot.

All worlds are Addressables and are stored in a single Addressable Group.

Swiping around the overworld will gradually increase memory usage. But it never goes down, as you’re always using at least one asset from the group.

Why can’t we unload a partial asset from a group?
What would be a good way to solve this?
Split each world into its own group?
Use Resource.UnloadUnusedAssets?

In the group settings, under advanced, select to pack separately (they pack together by default).

1 Like

Wow, as simple as that. It works, many thanks!