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Question by heliojmsemedo · Mar 10, 2017 at 02:39 PM · scene-loadingassetbundlesasynchronousmemory usage

About unnactive scenes and performace...

So, I have a few gameobjects in Scene B that need to be loaded (just some, not all) into Scene A, initially I was loading Scene B (additive mode) and storing the gameobjects in some variables and then unload Scene B (now that i've got the objects I needed).

Issue is I may delete those gameobjects and load them again later, and it turns out the references I stored in those variables were pointing at the initiated scene ones, I don't want to load a new scene every time I need those objects. SO! This brings us to Async Scene Loading, if I load a scene in async mode (additive as well) and set it's "allowsceneactivation" to false, assuming that I'll be able to acess it's objects with the GetRootGameObjects(), how expensive is it in terms of performarce, to have various Scene Bs loaded all runtime in this Unnactive state?

What I'm really doing here is GameObject copying, if there is a better way to this please tell me.

Also, the Scenes(B) will be loaded from assetbundles.


TL;DR: What exactly happens to a scene in terms of memory when it's loaded with async having allowsceneactivation as false?

Thanks

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