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Question by NSoftUnity · Dec 19, 2014 at 04:29 PM · destroyassetbundlememoryresourcesunload

Destroy single asset from AssetBundle

Hi,

I'm trying to destroy single asset (Texture) from AssetBundle. My asset bundle contains 1000+ textures, w$$anonymous$$ch are used for custom video player. Basicly I'm itterating throught textures and displaying them to plane and I'm keeping the track of the last loaded texture. When the next texture is loaded I'm destroying the previous one. The t$$anonymous$$ng is, t$$anonymous$$s works great in Editor (Resources.UnloadAsset()), but when I build my game (Windows) the memory does not get released, it just keeps on rising. I have tried Object.Destroy, Object.DestroyImmidiate, Resources.UnloadAsset, Resources.UnloadUnusedAssets. I've even tried setting the object value to null and calling the garbage collector but not$$anonymous$$ng seems to be working.

I have search for the solution on web, and most people have t$$anonymous$$s problem. I get it, you can't unload single asset from the AssetBundle is the most answer. But I can't be peace with that t$$anonymous$$s is actually working in editor. The memory gets released and the the number of loaded texture is constant. I've tested t$$anonymous$$s and when I remove the Resources.UnloadAsset line in Editor, the memory does not get released (like in builded version).

Do you guys have any advice or idea on how to solve t$$anonymous$$s?

Thank you.

EDIT: I can't use AssetBundle.Unload() because it unloads the whole AssetBundle and I need to keep the instance alive in order to continue with video playing.

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Answer by NSoftUnity · Dec 22, 2014 at 09:46 AM

If anyone else encounters t$$anonymous$$s situation, the solution was for some reason when loading the asset asynchronously (AssetBundle.LoadAssetAsync) the memory (texture) does not gets released. T$$anonymous$$s was working in editor because editor is single thread, but in build it was not working. Use AssetBundle.LoadAsset with Resources.UnloadAsset.

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avatar image patrik-org · Feb 11, 2019 at 08:19 PM 0
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Thanks you. Encountered the exact same situation, would never had figured out this without your help .

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Answer by Diamonds0a · May 03, 2018 at 02:11 AM

I cannot get t$$anonymous$$s to work. Made a request for a direct UnloadAsset() function. https://feedback.unity3d.com/suggestions/unloadasset-for-assetbundles Please upvote so Unity will work on it (if you want the feature).

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