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Question by BogdanDude · Apr 05, 2011 at 12:25 PM · assetbundle

How do Asset Bundles take up memory when loading and unloading?

Hi!

I'd like to load some textures and sounds through asset bundles, on Android devices (to save some .apk file size).

From all the documentation and samples on Unity's resources site, I'm still not sure how much memory those asset bundles take when I do a Load and Unload. For example, if I just want to load a texture from an asset bundle, I first get a reference to the asset bundle, like:

WWW www = new WWW(fPath);

     yield return www;

     if (www.error == null)
     {
        MyAssetBundle = www.assetBundle;
     }

then load a texture from it, on a material with no texture (it's like that to save some memory):

this.gameObject.renderer.sharedMaterial.mainTexture = (Texture)MyAssetBundle.mainAsset;

and then, I guess I could unload the asset bundle, by:

MyAssetBundle.Unload(false);

This last part doesn't work, because if I multitask on the device, the texture is reset to null, on my material. So, I could Unload the asset bundle when I switch scenes.

I could also have a static reference to each of my asset bundles, load them on game launch, and unload them when the user quits the app (or never). But I'm not sure how much memory an asset bundle actually takes. All my asset bundles are around 10MB.

If you have any tips on how to best use these, please let me know.

Thanks a lot, Bogdan

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