gewl Posted January 7, 2022 Share Posted January 7, 2022 Hi, I'm in the process of reconfiguring how scene loading/streaming works in my project, and am experimenting both with using SECTR and with rolling my own Addressables-based approach. SECTR seems great and very intuitive, and if possible I'd really love to avoid the finicky-seeming management of asset bundles and async op handles as much as possible. I saw that (on Discord) Peter recently recommended commenting out the Resources.UnloadUnusedAssets() call on line 460 of SECTR_Chunk.cs to avoid the hitching from the method call. When I do that, it does get rid of the hitching, but profiling my build seems to be showing that this results in assets from unloaded SECTR chunks not being released from memory (which makes sense to me, given what I understand of how Unity handles unloading things from memory). This isn't a huge deal to me right now, the hitching is more than fine for development. Before I start writing a whole Addressables-based thing on top of SECTR, though, I wanted to check—is this expected behavior? And (since I saw mention of some updates coming for SECTR) is there anything planned for SECTR in the future that might impact this? Thank you! Link to comment Share on other sites More sharing options...
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