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Tips for reducing memory usage with addressables in Unity?

A topic by NullXer created Jan 11, 2024 Views: 3,043 Replies: 4
Viewing posts 1 to 5

Hi, I’ve been recently trying to use addressable assets to reduce memory usage in Unity - I already looked at a tutorial along with a bit of documentation and I’m still trying to wrap my head around it.

I've been turning my scenes into addressable assets and I can't notice much in the way of memory usage reduction, so if anyone has some advice on how to reduce memory usage and how to track that it would be really helpful!

Thanks in advance!

(1 edit)

rule #1 of good programmer: "load on memory just only the neccesary for what you going to show and some other extra things but not much"

cos rule #2, "if you dont make rule #1, even 32Gb of RAM could can't be enought for you"

Thank you for responding, so it's better to plan ahead when using addressables over using addressables after making the project then?

identify where your memory problem is first, and then you can determine what method to reduce it.  What is causing your memory to be eaten up?

In the gameplay scenes we have a lot of objects set to inactive, the rationale being that if we need them in the scene we can just set them to active instead of having to look for them in our asset folders.