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Question by C4nDiM4n · Nov 08, 2016 at 03:46 PM · runtimememoryunloadasset bundle

Unload Single Asset From AssetBundle

We have several SpritePacks that can be loaded during runtime. All of theses are stored in an AssetBundle. The AssetBundle is now 3 mb in size which is reasonable.

Question: Can you unload specific asset in a bundle from memory? I have searched for a good answer but can't seem to find one.


We've tried this solution but it didn't seem to free up any memory. We tried with AssetBundle.LoadAsset() and AssetBundle.LoadAssetAsync(). AssetBundle.Unload() freed up the memory. We only did this test in editor which this said worked even before his fix.


The only way to use AssetBundles effectivly seems to be to unload the entire Bundle, which is sad because it limits it's uses. It's odd that you can load single assets but not unload a single asset.

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