加载场景
 
    public AssetReference sceneReference;
    void Start()
    {
        sceneReference.LoadSceneAsync().Completed += (handle) =>
        {
            Debug.Log("场景加载后想做的操作");
        };
    }
 
释放资源
 
- 释放后的资源 再次使用 需要重新加载
- 资源释放 不影响场景中实例化出的对象 会影响非实例化的资源(材质、音效等)
- 资源释放后 AssetReference的资源引用(Asset)会清空 但AsyncOperationHandle类的资源引用(Result)不为空
    public AssetReference assetReference;
    public AssetReference materialReferece;
    void Start()
    {
        assetReference.LoadAssetAsync<GameObject>().Completed += (handle) =>
         {
             if (handle.Status == AsyncOperationStatus.Succeeded)
             {
                 GameObject cube = Instantiate(handle.Result, Vector3.zero, Quaternion.identity);
                 assetReference.ReleaseAsset(); 
                 materialReferece.LoadAssetAsync<Material>().Completed += (obj) =>
                 {
                     cube.GetComponent<MeshRenderer>().material = obj.Result;        
                     Debug.Log(obj.Result);
                     Debug.Log(materialReferece.Asset);
                     materialReferece.ReleaseAsset();
                     Debug.Log(obj.Result);
                     Debug.Log(materialReferece.Asset);
                 };
             }
         };
    }