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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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