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License: Apache License 2.0
Investigate a continuous integration workflow, it includes:
Remove obsolete LoadSceneAsyncInPlayMode calls
SceneLoadRequest did not return from a yield statement
Currently, the API can only load bundles that were built at the same time and located in the same folder in Streaming Assets, this limitation makes impossible to use the API with externally built asset bundles (DLC's/downloaded bundles are the common use case).
Currently, Debug Window does not work on simulation mode. A solution would be to implement a simple bundle reference count and expose its values through the debug interface
Our current implementation uses a reference counting mechanism to automatically load and unload asset bundle dependencies, this mechanism basically loads all dependencies when an asset bundle is loaded and unloads when there is no bundle depending on them. However, there is one big issue with this implementation: it requires the user code to manually unload the bundle.
We think an ideal solution would be also a reference counting mechanism but at asset-level, the idea is to keep track of every reference to an asset and automatically unload the bundle when there are no references to the assets that it contains. Conceptually it is similar to a Garbage Collector implementation or iOS's ARC.
A similar mechanism (with some limitations) is described in this article:
Keeping Track of Asset Bundles - Andrew Gotow
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