I need to create a list of Addressable asset positions from the group in order to load them later in real time when approaching, but I can't fully load them into memory, because the entire map takes 2 GB, which is unacceptable on mobile, now despite the fact that I load and unload separately, they are loaded into RAM That's it
public class AddressableTestRuntimeLoad : MonoBehaviour
{
[SerializeField] private List<AssetReference> _mapAssets = new();
[SerializeField] private List<Vector3> _mapAssetsPositions = new();
public IEnumerator Start()
{
var loadAssetLocationsOperation = Addressables.LoadResourceLocationsAsync("map");
yield return loadAssetLocationsOperation;
foreach (IResourceLocation location in loadAssetLocationsOperation.Result)
{
AssetReference assetReference = new(location.PrimaryKey.ToString());
_mapAssets.Add(assetReference);
var instantiateAsset = assetReference.InstantiateAsync();
yield return instantiateAsset;
_mapAssetsPositions.Add(instantiateAsset.Result.transform.position);
Addressables.Release(instantiateAsset);
}
}
}
I tried loading all assets at once via Addressables.LoadAssetsAsync and Addressables.LoadResourceLocationsAsync separately instancing assets to the scene