I've got a question about the limitations of Unity 5 Asset Bundles for mobile platforms. As it was said in one of the official training videos ( https://www.youtube.com/watch?v=6D9AbQodeVg&feature=youtu.be&t=30m56s ), asset bundle cannot be loaded, unloaded and loaded again in one scene. I assume that it's true (the mentioned video was the only place I found such limitation described). And if it's, does it mean the loaded asset bundles must be present in memory as long as they may be requested by game (so it's like 'load once and unload only on scene change')?
To make clear what I'm about let's imagine following situation.
We are creating mobile game using some memory expensive assets (let's say they are dialogs - they can be used anytime when the game is running but thay cannot be all kept in memory due to relatively low memory amount available). To prevent keeping them in memory all the time, we are storing them as a prefabs placed under 'Resources' folder. We can use Resources.Load to load them and Resources.UnloadUnusedAssets to unload when it's necessary. In this approach we can control memory usage and are able to use any assets when they are required.
Now, according to asset bundles' limitations mentioned in the video, is it possible, to use bundles instead of 'Resources' folder and still be able to keep in memory only assets that are realy necessary at the moment?
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