Loading and unloading a 360 Video
When running 360 videos in Unity, a common issue is handling the memory used by the videos at runtime. In the past, Unity’s Asset Bundles have been used to load videos; however, that solution has a few caveats. You need to create a few custom scripts to properly manage the memory: scripts that ensure the video is loaded before it’s used and unloaded when it’s longer needed. Starting with Unity 2018.3, you can use Unity’s Addressable Assets system to provide a simple fix for this problem.