Context: We have a field of type GameObject called "obj" (example). It can hold an instance of a gameobject we have in the scene, or a Loaded (No instance) Gameobject from an AssetBundle. For performance reasons we do not want to instantiate the loaded object. I would like to keep it as a Loaded gameobject and only create instances of it when needed.
I need to know how to destroy this thing once I no longer need it. Wether to use Destroy(gameobject) or Unload of an AssetBundle. However there is no information in a GameObject if its an instance or the original Loaded GameObject in memory.
How do yall handle such cases?
Code that loads the GameObject from AssetBundle
//step 1 we load the WWW
var www = WWW.LoadFromCacheOrDownload(bundleFullUrl, version, crc);
//step 2 we draw the asset bundle
var resultAssetBundle = www.assetBundle;
//step 3 we get the request object
return resultAssetBundle .LoadAssetAsync(name, type);
return resultAssetBundle .LoadAsync(name, type);
//step 4 from the request object we get the asset (Object/GameObject)
var asset = assetBundleRequest.asset
Hi, when an object is from a scene, it's GetInstanceID() is a positive number. When instantiated, it gets a negative number. I don't think it's an official feature but it's reliable since a few years :) Maybe it can help.
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