Asset Management

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Unity Cheat Sheet: #27

Abhishek Smith

Abhishek Smith

Building Outscal | Land Jobs in the gaming industry | EA, Epic Games, TCS, | CMU, IIT K

Asset Management in Unity is your game's memory control system. It determines HOW and WHEN your game loads everything: textures, models, audio, prefabs - basically every file your game needs.

CRITICAL SYSTEMS:

Resources

  • Simplest but heaviest loading system
  • Everything in Resources folder gets packed into build
  • Good for: Core assets needed throughout the game
  • Bad for: Optional content, large files, DLCs

Asset Bundles

  • Package related assets together
  • Load/unload entire groups of content
  • Good for: Level-specific content, DLCs, reducing initial load time
  • Bad for: Frequently accessed assets, small files

Addressables (Modern System)

  • Smart asset loading with dependency management
  • Automatically handles asset lifecycle
  • Good for: Large games, live services, dynamic content
  • Bad for: Simple games (overhead not worth it)

Editor Asset Database

  • Project-wide asset tracking system
  • Handles asset creation, movement, deletion
  • Good for: Build-time asset processing, editor tools
  • Bad for: Runtime operations (Editor-only system)

Loading Patterns:

  • Preload: Load before scene (menus, core systems)
  • Lazy Load: Load when needed (level content)
  • Stream: Load during gameplay (open world content)
  • Unload: Release when not needed (completed levels)

Memory Impact:

Resources - Always in memory

AssetBundles - Manual memory management

Addressables - Automatic memory management

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