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AddressablesMemoryOptimizations

Official Unity Blog post

A small sample project demonstrating how organized AssetBundles can reduce your Unity project's runtime memory.

Included is an example scene demonstrating memory consumption with/without Addressables. Also included is a modified version of an Addressables AnalyzeRule that outputs fewer AssetBundles by assigning grouped labels for de-duplicated assets that have the same set of AssetBundle parents that are dependent on them. Fewer bundles loaded at runtime = less SerializedFile memory consumed for AssetBundle metadata.

The modified AnalyzeRule can be viewed here.