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Resources.Load have a bad performance

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I'm trying to play a movie in Android by using SpriteRenderer because MovieTexture can't be used for Android. Basically, I convert the movie into images and load it as Sprite and assign it to a SpriteRenderer every frame. I put the images in Resources/Movie folder and use this code to load the Image. (Variable counter is what frame the movie currently playing) Sprite GetFrame(){ Sprite newSprite = Resources.Load("Movie/picture" + counter.ToString("0000"), typeof(Sprite)) as Sprite; return newSprite; } At the beginning, the movie play smoothly, but after 10 seconds or so the movie starting to lag. I try to unload the resource every 2 seconds using `Resources.UnloadUnusedAssets();` but the problem still exist. Here is my full code for this. using UnityEngine; using System.Collections; public class CPlayButton : MonoBehaviour { private const int FPS = 24; private const int UNLOAD_TIME = 2; public SpriteRenderer movieTexture; private float SPF = 1f / FPS; private float UNLOAD_FRAME = 2 * FPS; private float timeCounter = 0; private int counter = 0; private int unloadCounter = 0; private bool isPlaying = false; // Use this for initialization void Start () { timeCounter = SPF; } // Update is called once per frame void FixedUpdate () { if (isPlaying) { if(timeCounter >= SPF){ counter++; movieTexture.sprite = GetFrame(); timeCounter = timeCounter - SPF; if(unloadCounter >= UNLOAD_FRAME){ Resources.UnloadUnusedAssets(); unloadCounter = 0; }else{ unloadCounter++; } }else{ timeCounter += Time.fixedDeltaTime; } } } Sprite GetFrame(){ Sprite newSprite = Resources.Load("Movie/picture" + counter.ToString("0000"), typeof(Sprite)) as Sprite; return newSprite; } void OnMouseDown(){ isPlaying = true; } } Can somebody help me about this problem? Or anybody know a better way of doing this?

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