Question by
Maximino-Bessa · Dec 22, 2017 at 04:05 PM ·
wwwcpu usage
Multiple unity.WWW increasing cpu usage
When using multiple instances of WWW for retrieving .wav files at runtime, Unity's cpu usage increases by ~12% after stoping run mode.
For example, using the code below. If only the first WWW is used, the problem doesn't occur.
AudioClip clipx = new AudioClip(), clipy = new AudioClip(), clipz = new AudioClip(), clipw = new AudioClip();
WWW wwwclipx = new WWW("file://" + PlayerPrefs.GetString("Video") + "\\..\\" + massive.ProjectName + "\\" + massive.Audio.X);
yield return new WaitUntil(() => wwwclipx.isDone);
clipx = wwwclipx.GetAudioClip(false, false, AudioType.WAV);
clipx.name = massive.Audio.X;
wwwclipx.Dispose();
WWW wwwclipy = new WWW("file://" + PlayerPrefs.GetString("Video") + "\\..\\" + massive.ProjectName + "\\" + massive.Audio.Y);
yield return new WaitUntil(() => wwwclipy.isDone);
clipy = wwwclipy.GetAudioClip(false, false, AudioType.WAV);
clipy.name = massive.Audio.Y;
wwwclipy.Dispose();
WWW wwwclipz = new WWW("file://" + PlayerPrefs.GetString("Video") + "\\..\\" + massive.ProjectName + "\\" + massive.Audio.Z);
yield return new WaitUntil(() => wwwclipz.isDone);
clipz = wwwclipz.GetAudioClip(false, false, AudioType.WAV);
clipz.name = massive.Audio.Z;
wwwclipz.Dispose();
WWW wwwclipw = new WWW("file://" + PlayerPrefs.GetString("Video") + "\\..\\" + massive.ProjectName + "\\" + massive.Audio.W);
yield return new WaitUntil(() => wwwclipw.isDone);
clipw = wwwclipw.GetAudioClip(false, false, AudioType.WAV);
clipw.name = massive.Audio.W;
wwwclipw.Dispose();
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