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Question by albusorin · Apr 01, 2016 at 02:17 PM · 2dspritetexture2d

Memory Leaks when play pictures from local card using Sprite.Create

Hi,

I created on Android a picture player that shows some pictures from the SD card. The code is like that:

 private Start()
 {
     _texture2D = new Texture2D(1024, 1024, TextureFormat.RGBA4444, false);
     _texture2D.Compress(true);
 }
 
 private IEnumerator LoadPicture(string file)
 {
     WWW www = new WWW("file://" + file);
     yield return www;
     www.LoadImageIntoTexture(_texture2D);
 
     var sprite = Sprite.Create(_texture2D, new Rect(0, 0, _texture2D.width, _texture2D.height), Vector2.zero);
     gameObject.GetComponent<Image>().sprite = sprite;
 
     www.Dispose();
 }

The WWW it's not giving me any leaks because I test it independently so it's ok. So how can I make this work? After 5 minutes the app crash and exit.

The solution to use:

 gameObject.GetComponent<CanvasRenderer>().SetTexture(_texture);

is working but the picture is not keeping the ratio.

Thanks, Sorin

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Answer by sora_jp · Mar 03, 2017 at 08:21 AM

Set the preserveAspect property of the Image component to true, either in the inspector or in the Start/Awake method in your code. Then it should work.

Btw. I am not at a computer so i cannot test this right now.

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