`if (spriteHandle.IsValid()) {
Addressables.ReleaseInstance(spriteHandle);
}
// spriteHandle.isValid() is still true here so the handle will get released again
if (spriteHandle.IsValid()) {
Addressables.ReleaseInstance(spriteHandle);
}`
I would expect that releasing an AsyncOperationHandle would make that specific handle not valid anymore (which of course is not possible because AsyncOperationHandle is a value type). However, from a memory management perspective I would like to be able to release a handle haphazardly, so that I don't hold on to unneeded memory.
Am I overthinking here or am I missing something?