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               Question by 
               sdalex · Apr 05, 2017 at 03:04 PM · 
                scenememoryunloadingunloadunusedassets  
              
 
              Question about asset memory not freed after calling SceneManager.UnloadSceneAsync()
For SceneManager.UnloadSceneAsync in documentation it says:
Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
Does this mean that asset memory will never be free up until i call Resources.UnloadAllUnusedAssets() and then i have to call it everytime i call SceneManager.UnloadSceneAsync? Or it will be freed later automatically?
               Comment
              
 
               
              important question, need answer too. after Scene$$anonymous$$anager.UnloadSceneAsync() textures aren't unloaded. At this moment as I've checked even Resources.UnloadUnusedAssets() doesn't unload textures. Only meshes
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                