Resource Unload - Doesn't clear memory fully
Hello, I'm trying dynamically load and then unload a prefab at runtime via Resource Load/Unload. But every time I unload the prefab, I don't get all my memory back: ![alt text][1] As you can see, at...
View ArticleUnloading scenes after ServerChangeScene
Hi! I've been messing around with UNET for a couple of months now and it feels like I've finally gotten the hang of it. However I've found something (perhaps not entirely related to UNET) that I can't...
View ArticleScript for unloading assets and textures?
Hi, so basically i have memory problems with my game it use so much ram about 3,5 GB and after about a 30minutes of playing my game it crashes. Last 3-4 days i was searching whole internet for some...
View Articleusing UnloadUnusedAssets() to remove www.texture from memory cause freezing
I have a coroutine loading textures from a folder. When loading a new texture I need to unload the other textures from memory(I think I have read all the threads on this issue), the only thing that...
View ArticleBest practice for cleaning up leaked procedural materials?
As is reasonably well-documented, when you modify renderer.material on a gameObject, it makes a new copy of the material, and that copy is not automatically destroyed when the gameObject is. This can...
View ArticleQuestion about asset memory not freed after calling...
For SceneManager.UnloadSceneAsync in documentation it says:> Note that assets are currently not> unloaded, in order to free up asset> memory call Resources.UnloadAllUnusedAssets. Does this...
View ArticleAre My AssetBundles Being Unloaded On Me Without My Doing So?
I have a very strange issue I'm hoping someone could shed some light on (mobile app)... at least offer somewhere to look. I have 6 AssetBundles in my game that are getting loaded at startup. I create...
View Articleload/unload large scene help
I have a very large scene, extremely large. I was wondering if there is a way to split it up and only load sections of it at a time. Here is a picture to help illustrate my problem....
View ArticleOut of memory loading between levels
Howdy Unity gurus!!! I get out of memory errors now and then just before loading scene "y" from secene "x". Scene"x" is moderate size, not tiny. Scene "y" only has two objects. One with a 1024 texture....
View ArticleDX Crash, GFXDevice Crash
I am experiencing a crash consistently that prints to the unity logs the following information: HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped rendering frame because GfxDevice is in...
View ArticleAsset is not unloaded even if GameObject destroyed
I believe that this question was discussed many times, but still. Consider an example: We have some kind of singleton class which exists all the time. It has public GameObject MyGameObject; We load...
View ArticleCall UnloadUnusedAssets after SetQualityLevel?
If I change quality settings will the old textures be cleared from memory straight away or should I use UnloadUnusedAssets?
View ArticleAssets not unloading on scene change in Android (works on iOS)
So I've got a strange problem, I can't seem to unload assets between scenes in my app. On iOS everything is fine, but on Droid the memory usage just keeps going up and the profiler shows that the NGUI...
View ArticleUnload Resources
Let's say i've a gameobject which has a compoment with a used resource. I set the gameObject to inactive, but later i'd like to set it to active I call Resources.UnloadUnusedAssets(); Does it delete...
View ArticleResources.UnloadUnusedAssets() doesn't always work. How can I find out why?
Hi, So I've hit that point in my Unity programming development where I've come to realise that assets don't get unloaded when you destroy everything that uses them, or clear all the references to them....
View ArticleUnloadUnusedAssets
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;...
View ArticleDoes Resouces.UnloadUnusedAssets frees asset bundles unused resources?
I have game which uses resources as actively as asset bundles. Loading logics is quite primitive: try to load from resources, if not found, WWW.LoadFromCacheOrDownload. And I'm thinking about freeing...
View ArticleDoes UnloadUnusedAssets() unload non-active or occlud
Hello! Does Resources.UnloadUnusedAssets(); unload assets that are simply non-active and/or occluded? The docs don't mention that specifically, but I'd very much like to know. Thanks!
View ArticleUnloadUnusedAssets - what exactly does "unused" mean
I have some problems understanding what exactly "unused" means for Resources.UnloadUnusedAssets. From the docs:> An asset is deemed to be unused if it isn't reached after walking the whole game...
View ArticleResources.Load have a bad performance
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...
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