Standalone VR headsets like Oculus Quest, and consoles like PS4, usually have a limited amount of memory available compared to a PC. Virtual reality developers should remain mindful of how much memory a game takes up, to ensure that it doesn’t crash. 

While working on I Expect You To Die 2, managing tutorials presented an exciting challenge. The developers had to show multiple controller graphics to match the systems that players could use. In other words, the team had to figure out how to manage high-resolution graphics for each player’s controller scheme without eating up all of the memory.

That’s why they turned to Unity’s Addressable Asset System: “If you go beyond the available memory on the system hardware, the game will no longer be able to allocate memory and will result in a crash,” acknowledges Kolencheryl. “We can’t afford to load high-resolution textures [for] every possible controller configuration during our tutorial, so we needed a clever way [to] load and unload these assets on an as-needed basis. Unity’s Addressable System solves this exact problem.”

Once a player leaves the scene, this tool takes the asset back and unloads it from the system’s memory to open up space for more espionage. 

Source: Unity Technologies Blog