Loading AssetBundles can consume memory depending on compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary formats and access patterns.
Unity manages memory efficiently, but temporary in-memory AssetBundles are created in the following scenarios:
AssetBundle.LoadFromFile
, LoadFromMemory
, or LoadFromStream
APIs.Temporary files exist until reads complete and AssetBundle.Unload
is called.
Caching.compressionEnabled
is true
.false
, temporary bundles are uncompressed, potentially increasing RAM usage.CRC checks for chunk-based (LZ4) files do not require full-file decompression but may affect load times.
CRC checks for LZMA files incur no additional cost, as full decompression is inherent. For more information, refer to Downloading AssetBundles.
Use Memory Profiler to monitor memory usage and optimize AssetBundle loading workflows.