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UnloadUnusedAssets

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I have a script that load a 2048px texture from a Resources folder follow an index (FrameINT): #pragma strict var OBJ : GameObject; var TextName : String = ""; var FrameINT : int ; var FrameOLD : int; var Tempo : float = 0.0; var velocity : float = 0.05; function Awake () { OBJ.renderer.material.SetTexture("_MainTex", Resources.Load(TextName + Manager.SceneNumber.ToString()+ "_" + Manager.Frames.ToString(), Texture)); } function Start () { } function Update () { FrameOLD = FrameINT; FrameINT = Manager.Frames; if ( !Manager.FadeON && FrameOLD != FrameINT){ OBJ.renderer.material.SetTexture("_MainTex", Resources.Load(TextName + Manager.SceneNumber.ToString()+ "_" + FrameINT.ToString(), Texture)); } if (Manager.FadeON){ AssignTexture(); } } function AssignTexture () { OBJ.renderer.material.SetTexture("_MainTexture2", Resources.Load(TextName + Manager.SceneNumber.ToString() + "_" + FrameINT.ToString(), Texture)); if (Tempo < 1.0){ Tempo = Tempo + velocity; OBJ.renderer.material.SetFloat("_Blend", Tempo); } else if (Tempo >= 1.0){ OBJ.renderer.material.SetTexture("_MainTex", Resources.Load(TextName + Manager.SceneNumber.ToString() + "_" + FrameINT.ToString(), Texture)); Tempo = 0.0; OBJ.renderer.material.SetFloat("_Blend", Tempo); Resources.UnloadUnusedAssets(); Manager.FadeON = false; Manager.TouchON = true; } } This system work great and give me possibility to load a large number of big size texture. At first, the application works fine, but with each new load gets too slow. I try to use : Resources.UnloadUnusedAssets(); to unload unused assets but seem not to work. There is a right way to unload unused texture and speed up my application?

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