I think we might be caching our loaded content in the asset library, actually, short of the asset system’s cache.
For now, I would recommend either not setting assets to preload (you can
Assets.loadFromBitmapData (etc) manually) or using multiple asset libraries, so you can unload one you may not need to use later. We could maybe consider what the behavior should be… whether
Assets.cache.clear should remove the loaded assets inside of the asset library instances (effectively breaking
Assets.get* calls) or not.
We should support
cacheAsBitmap on canvas and a shader on WebGL