Asset bundles unloading the bundle memory help
Hi Team,
I'm R. Manoj in my game project I'm using around 2600 audio files. 1300 English and 1300 in hindi. I found that AssetBundles is the simple way to load and unload the audios with the memory method. I'm having a problem in my asset bundle code. After the installation of my project in android it was 435 MB after downloading the asset bundles for English files it became 468MB when I tried to unload the English bundles and load the hindi audio files the memory size is increased to 507MB Can you please help me where I did mistake ty. The code is shared below:
public class CreateAssetBundles : Editor { [MenuItem("Assets/CreateAssetBundle")] static void CreateBundle() {
string audioPath = "Assets/Commentary/Songs"; Object[] selectedAssets = Selection.GetFiltered(typeof(Object), SelectionMode.Assets);
BuildPipeline.BuildAssetBundle(Selection.activeObject, selectedAssets, audioPath,BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets,BuildTarget.Android); }
}
public class AssetDownloader : MonoBehaviour { public string url; GameObject waterCraftGO; public Text loadingText; public Transform spawnPos; public AudioSource CamSource;
public int songCount; ListEnglishSongs=new List(); IEnumerator LoadBundle() { while (!Caching.ready) { yield return null; }
//Begin download
WWW www = WWW.LoadFromCacheOrDownload (url, 1);
yield return www;
//Load the downloaded bundle
AssetBundle bundle = www.assetBundle;
//Load an asset from the loaded bundle
//get object
AssetBundleRequest bundlesRequest = bundle.LoadAllAssetsAsync();
yield return bundlesRequest;
for (int i = 0; i < bundlesRequest.allAssets.Length; i++)
{
Debug.Log("Name is " + bundlesRequest.allAssets[i]);
EnglishSongs.Add(bundlesRequest.allAssets[i] as AudioClip);
}
bundle.Unload(true);
www.Dispose();
}
}
Thanks in advnace.
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