UnityRef is currently in early development. Some features may be incomplete and/or not functioning.

UNITYREF

Your Pit Stop For Solving ANYTHING in Unity

assets

[Addressables] Prevent Asset Duplication in Non-Addressable Scenes

Solution

addressablesasset managementmemory optimization

Unity 2019.4.x - Unity 6.3.x

Published 30 days ago

Issue

 When an addressable asset is referenced by an object within a non-addressable Scene, asset duplication occurs at runtime. This results in the Memory Profiler showing two instances of the same asset: one loaded via the Addressables system and another duplication instance originating from the Scene object dependencies.

To prevent duplication of assets, ensure that any Scene referencing them is also configured as an addressable Scene, enabling consistent asset loading from bundles.

Explanation

Asset duplication occurs because non-addressable Scenes are built into the player’s local data and include all dependencies physically within the Scene data block. When the Addressables system later loads the same asset, a second instance is created in memory, resulting in duplication.

To resolve this duplication:

  1. Open the Addressables Groups window via Window > Asset Management > Addressables > Groups.
  2. Locate your Scene asset in the Project window.
  3. Drag the Scene asset into an Addressable Group or check the Addressable checkbox in the Inspector.
  4. Rebuild the Addressables content via Build > New Build > Default Build Script.

Additional Tips

  • Use the Addressables Analyze tool to detect duplication issues.
  • Always load these Scenes using Addressables.LoadSceneAsync instead of SceneManager.LoadScene to prevent duplication.
  • If a Scene must remain non-addressable, move shared assets into a Resources folder, though this rarely stops duplication with Addressables.

Related Posts Haven't quite found a solution to your problem? We think these posts might help you.

Content inspired by a Unity discussion post.