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Question by Esildorr · Feb 03, 2015 at 06:12 PM · optimizationwwwwww.texturepreformanceloadimageintotexture

www.Texture V.S. LoadImageIntoTexture()

I'm creating an app in Unity were we load a lot a textures into Unity at start up and during run time (any where from 25 to 100 @ 4096x4096). Mostly for testing downloading we have been using:

 WWW www = new WWW(url);
 
 //Wait for the Download
 yield return www;
 
 if (!string.IsNullOrEmpty(www.error))
     IQDebug.Log("WWW Error: " + www.error);
 else
 {
     Texture2D image = www.texture;
 }

But recently in my travels on the internet I have found:

 LoadImageIntoTexture()

Does anyone happen to know which one is supposed to be used for certain situations? and whats the best for performance?

Thanks for your time!

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Answer by smoggach · Feb 03, 2015 at 07:04 PM

I'm not entirely sure.

www.texture or www.textureNonReadable create and give you a new texture.

LoadImageIntoTexture puts the image into the texture you give it.

As far as I know this is the only difference and all you save is the overhead of creating a new texture.

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Answer by mobiledev2 · Mar 06, 2015 at 09:27 PM

using www.texture is probably bad in most circumstances. It creates a duplicate of the texture in memory that doesn't get properly disposed of. Just dealt with this for the last couple days, killing memory leaks all over my app.

See here: http://answers.unity3d.com/questions/474421/wwwtexture-dispose-didnt-work-causing-memory-leak.html

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