Hi, I use assetbundle to load my prefab as gameobject,
and keep the reference by my class's member.
And I set a UIButton to unload loaded gameobject memory and unload assetbundle.
First, I **set null to the gameobject member**, for reset reference count to zero;
Then I use coroutine to wait to next frame, and use **assetBundle.unload(false)** to unload everything unuse.
when I check the profilier, the gameobject I loaded from assetbundle, still exists.
how can I **extactly unload this unuse loaded prefab gameobject**?
and keep the reference by my class's member.
And I set a UIButton to unload loaded gameobject memory and unload assetbundle.
First, I **set null to the gameobject member**, for reset reference count to zero;
Then I use coroutine to wait to next frame, and use **assetBundle.unload(false)** to unload everything unuse.
when I check the profilier, the gameobject I loaded from assetbundle, still exists.
how can I **extactly unload this unuse loaded prefab gameobject**?