Back to Writing
NOTESunityaddressablesmemory-managementasset-loading

Unity Addressables Guide (4): Asset Loading and Memory Release

September 3, 2019Updated Feb 17, 2026

Post image

The reason we don't load all resources at startup and instead load on demand is memory efficiency.

That's why "unloading" is just as important as "loading." Resources that are no longer in use must be released from memory.

Post image

The loading approaches covered in the previous post boil down to two patterns:

  1. Loading only the asset
  2. Loading and instantiating together

These two patterns also require different release APIs.

The screenshot above is from the 2019 Unite Seoul Addressables session on release handling. The video references ReleaseAsset.

Post image

However, as of Addressables 1.1.10, the API has been consolidated around Release rather than ReleaseAsset.

Post image

For objects created via instantiation, ReleaseInstance is the recommended release method. (While Release may also work, using the release API that matches the creation pattern is the safer approach.)

Post image

After release, I confirmed that the reference count decreases correctly and instantiated objects are properly cleaned up.