yes and this was the latest news about the programmer:
"AltairPL is getting center stage attention this month for victory in what's been a months long battle with Unity's decrepit asset loading systems.
Our custom Bethesda-style database system has been at odds with Unity's default loading system after we found it dragged everything referenced by the database (the whole game effectively) into memory at startup... only to immediately spit it out saying its not needed (great design Unity). The result was a long startup time that grew longer with each content addition. Even worse, Unity did this on a single thread, so we couldn't even display a loading graphic. On slow machines Windows would even give an "app not responding" message.
This whole section of Unity is incredibly opaque and often without documentation, but after several reworks we've had success with Unity's new-ish "Addressables" system, which if you can believe it, gives developers control over what to load and when. Brilliant. A+.
The downside is it required a complete overhaul of our project asset hierarchy, as in all its wisdom Unity would try to load everything twice -- once through addressables, and once through its regular system. Fantastic. This meant resolving 64,000 instances of duplicate loading. And AltairPL has succeeded
.
The results?
Startup time heavily reduced, with more improvements coming as we utilize the following benefits.
We can load what we want, when we want. Startup time won't increase as we add content once we are making full use of this.
RAM consumption reduced by 20%
Asynchronous (multi-threaded) loading. We can load in the background without hanging the system.
Can now add far better startup screens"