| unloadAllLoadedObjects | Determines whether the current instances of objects loaded from the AssetBundle will also be unloaded. |
| unloadFromPersistentManager | An optional parameter, the default value is true. Determines whether the current instances of objects would be unloaded from the persistent manager remapper. If the param being set to true, the objects would get different instance ids while being loaded again. |
Unloads an AssetBundle freeing its data.
When unloadAllLoadedObjects is false, compressed file data inside the bundle itself will be freed, but any instances of objects loaded from this bundle will remain intact.
After calling UnloadAsync on an AssetBundle, you cannot load any more objects from that bundle and other operations on the bundle will throw InvalidOperationException.After calling UnloadAsync on an AssetBundle, you cannot load any more objects from that bundle and other operations on the bundle will throw InvalidOperationException.
When unloadAllLoadedObjects is true, all objects that were loaded from this bundle will be destroyed as well. If there are GameObjects in your Scene referencing those assets, the references to them will become missing.
In either case you won't be able to load any more objects from this bundle unless it is reloaded.
See Building AssetBundles for a description of the different compression formats used and their impact on memory while loaded.
See Also: AssetBundle.UnloadAllAssetBundles.