LoadScene loads all textures into memory?
I'm not certain this is the cause, but it seems like switching scenes causes all the textures referenced in the next scene to load all at once, instead of only the textures it's actually using at the beginning. If I open a scene and run it, by checking the memory profiler I can see that it's functioning properly, the textures only load into memory as they're needed. But if I run a scene and then load a different one, all the textures in the entire scene are loaded.
I'm wondering what would be causing that? It's a big problem because it often crashes on iOS due to too many objects loading at the same time. Has anyone else come across anything like this?
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