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Question by AlKir · Feb 01, 2011 at 03:25 PM · texturewwwloadmemory

Free memory after WWW.LoadImageIntoTexture

My project uses about 4000 small textures 256x256px stored in JPG files. In game process I want load their by small portions - 25 at the time. I do this with WWW.LoadImageIntoTexture But when I monitor memory usage in Profiler I see that memory grown after every portion and not freeing.

May be anybody have solution of this problem? Sorry for my English!

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Answer by AlKir · Feb 08, 2011 at 01:15 PM

I found a good example of using WWW for textures there link text It's works fine for me after using Destroy(myTexture); before load next texture.

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