Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by bensonpangtono · Apr 19, 2013 at 07:59 AM · iostextureassetbundlememory

AssetBundle.Unload(False) in IOS Save Reference ?

In this few days, i've been researching memory consumption used in IOS...

There're a few thing i'd like to confirm (for anybody who had experienced this),

This few point i've tried : 1.I try to load whole compressed-asset bundle without disposing it, and i see the dirty memory rise to 100 MB 2.I try to load whole compressed-asset bundle and disposing it immediately after finish, with : AssetBundleVar.unload(true); AssetBundleVar = null And the memory rise down to 27 MB 3.Try to load whole compressed-asset bundle, extract the texture and save it to dictionary using DictionaryVar.add(AssetBundleVar.load(texturename) ) And then unload the whole asset bundle using AssetBundleVar.unload(false) And the memory rise to 120 MB 4.The same with step 3, but this time i'm not using AssetBundleVar.unload(false) anymore, and i get 120 MB also 5.The same with step 3, but this time i'm using AssetBundleVar.unload(true), and i get 27 MB

From what i test, i make some conclusion about it : Loaded Object from Assetbundle, will saved reference which make it won't be deleted in IOS cause the AssetBundle still has some reference to the object [this won't be seen in live bytes, but we can see it from dirty memory part]

Am i correct or wrong, in this workaround ?

Is there any other way to avoid reference saving of assetbundle object ?

I've tried using new Texture2D, but the workaround can't be done, simply because all texture format will be set to RGBA32, which it will give large memory consumption for my project...

I'm targetting ipad 1 (first i try it and get 30 MB, but it gives me force exit), after that i try it in ipad 2... All This testing i tried it in ipad 2...

and all the memory i write was read from "Dirty Memory" Allocation....

Sorry for my bad english...

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

11 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can I load textures at runtime with a smaller memory footprint? 1 Answer

Unloading unused Assets to reduce memory usage,then Not responding ? 0 Answers

Loading external Image as Texture2D increases memory consumption dramatically on iOS 0 Answers

Textures/Atlases and memory management 0 Answers

Streamed textures appearing as default white only on iOS 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges