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Question by rin-chan · Apr 26, 2018 at 02:38 PM · assetbundlesetactiveonenableondisable

would Unity disable gameobject temporary and automatically when loading a big assetbundle?

I have observed something strange i added 2 print in OnDisable and OnEnable in a gameobject obj1 private void OnDisable() {

             print("test1");
         }
 
         private void OnEnable()
         {
             print("test2");
         }

then load an gameobject obj2 from a assetbundle, something like this

 LoadedAssetBundle ab = AssetBundleManager.GetLoadedAssetBundle(assetBundleName, out e);

without modifying anything except the target object I load, somethings went weird, when obj2 is small, there is no "test1" neither "test2" appear in console. but when obj2 is big, which means I can see an obvious freeze, then "test1" both "test2" appear in console. Which leader me to conclude the title. but I still doubt it, so I put a question here.

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