Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Helical · Mar 19, 2015 at 04:04 PM · prefaboptimizationreferencememoryallocation

How to disable referenced Prefabs being preallocated in memory??

Hi, There is something boggling up my mind. It seems to me that underneath the covers, the Unity engine is preloading ALL referenced prefabs from the disk, and into the RAM memory. Now I can't prove that, because I have not found any articles about this behavior, but apparently this is so after some testing.

I know that the Resources folder is stored in the Disk, and prefabs there only load into the RAM during first instantiation. However, the Resources folder does not work well for web projects, because all the contents of the Resource folder must be downloaded before the first scene is able to run, which prevents fast startup of games. So Using the Resource folder is not an option.

Is there a way to flag a reference to a prefab or some other solution, which will disable the Unity built in prealocation feature?

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image hexagonius · Mar 19, 2015 at 07:23 PM 0
Share

Am I correct when I say you'd like to have some kind of a partial resources asset preload feature? Is splitting the content up into asset bundles an option?

avatar image Helical · Mar 19, 2015 at 09:03 PM 0
Share

I want my resources to be in the disk up until I call the Instantiate button on that resource. Cause if I have a collection of lets say 50 NPC characters, but I only need to instantiate one. Then if I make a script that has 50 different references to prefabs, then all 50 of them will sit and eat up my mobile devices RA$$anonymous$$. However if I place them all on the resources then there wont be any way to start the game on Web without downloading all 50 of them right there in the first initialization scene. Splitting into two different projects (one for Web, another for $$anonymous$$obile) is a solution, but its nasty. And asset bundles is the opposite of splitting up, its combining assets into a Unity zip file.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Prefab referenced into Inspector and then Istantiated: Twice in memory? 0 Answers

How are prefab parameters stored in instances? 1 Answer

[SOLVED] Physics.RaycastNonAlloc allocating memory ?! 2 Answers

Setting References (!Inspector) 1 Answer

Do duplicate gameobjects use duplicate memory? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges