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Question by
sdalex · Apr 05, 2017 at 03:04 PM ·
scenememoryunloadingunloadunusedassets
Question about asset memory not freed after calling SceneManager.UnloadSceneAsync()
For SceneManager.UnloadSceneAsync in documentation it says:
Note that assets are currently not unloaded, in order to free up asset memory call Resources.UnloadAllUnusedAssets.
Does this mean that asset memory will never be free up until i call Resources.UnloadAllUnusedAssets() and then i have to call it everytime i call SceneManager.UnloadSceneAsync? Or it will be freed later automatically?
Comment
important question, need answer too. after Scene$$anonymous$$anager.UnloadSceneAsync() textures aren't unloaded. At this moment as I've checked even Resources.UnloadUnusedAssets() doesn't unload textures. Only meshes