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Unload 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...

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Resources.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....

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UnloadUnusedAssets

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;...

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Does 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...

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Does 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!

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UnloadUnusedAssets - 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...

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Resources.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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Memory crash when calling Resources.UnloadUnusedAssets on Android

I have a memory crash when calling Resources.UnloadUnusedAssets on Android (using Unity 5.1.1 but in previous versions as well). The app just closes without any error message. The game shows photo's...

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Does Unloadunusedassets unload unused assets loaded from Assetbundles?

Or, do those assets behave inconsistently with assets loaded via Resources.load and will stick around in memory even if they are not referenced anywhere? Alternatively, is there any way to unload...

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[AssetBundles] - Why is my assetbundle.unload not unloading assets and...

Hi all, I am looking for some urgent advice/help regarding asset bundle LoadFromCacheOrDownload. UnloadAssetBundle is called on a button click in the UI. loadedAssetBundle is a member variable of class...

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UnloadUnusedAssets - Causing Loss of Used Assets

Hello, Has anyone heard of this happening? When I call 'UnloadUnusedAssets' my app gets odd affect of textures disappearing, or being replaced completely. The app is a Cartoon Comic book, each page is...

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Issues with unloading textures and atlases

We seem to be having some issues with Unity not unloading textures (and other assets) that are no longer in use. During the development of a previous project in Unity 4.x, I created a tool that reports...

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Profiling and clearing memory

I am currently profiling my game and trying to do some memory management. I have a lot of objects in my game that are memory pooled during the loading of the level. When I don't need objects they are...

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Unloading a prefab using Resources.UnloadUnusedAssets.

When I try and unload a prefab loaded using the Resources.Load(), I get an error saying gameobjects cannot be unloaded using Resources.UnloadAsset(). So the other way to do it was destory the instances...

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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...

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Script 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...

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Best 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...

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Question 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...

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Are 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...

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Resources.UnloadAssets doen't deallocate memory in build

Hi, so I am using Resources.UnloadAsset to unload mesh's as all reference to the are essentially removed from the game. According the the memory profiler the assets are removed but in build we are not...

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