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Question by Raigex · Oct 01, 2012 at 04:51 PM · instantiatedestroyassetbundlefailure

How to destroy instantiated object

I have use Asset Bundles. From them i try to load a model (eg monkey) and a texture (same name). Now when i load them i look at the profiler and see that the mesh count increases by 1 and the materials increase by 1 or 2 depending on how many there are. So when i no longer need the model (eg when it leaves the screen) i call destroy(m3dModel) on it but I check that my mesh and my material and my texture count stay the same aswell as the total memory allocated. Now normally this would not be a problem but I have 350 models and since i build for android the application will crash after too much data has been allocated.

I have tried to destroy all textures and everything but it does not change. I even went about destroying each component in a for loop and it still stays the same. Can anyone help me with this. Its kinda annoying that Unity objects are not actually destroyed when I call destroy on them.

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Answer by hvilela · Oct 01, 2012 at 05:12 PM

You have to unload your loaded bundle.

 bundle.Unload(false);
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avatar image Raigex · Oct 01, 2012 at 05:41 PM 0
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Yes but that removes the whole bundle from memory. I still need it to load other objects from it (other models). $$anonymous$$y app is an Augmented reality thing.

avatar image hvilela · Oct 01, 2012 at 05:44 PM 1
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Hmm, have you tried Resources.UnloadUnusedAssets() ?

avatar image Raigex · Oct 01, 2012 at 05:45 PM 0
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Doesn't that only unload something that you instanciated with Resources.load()??

avatar image hvilela · Oct 01, 2012 at 05:54 PM 0
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I never had to unload like you need, so I'm just guessing.

avatar image Raigex · Oct 01, 2012 at 06:38 PM 0
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I have found where my leak is. I use renderer.material.mainTexutre = (Texture2D)(texture.asset) which creates a new material. Thanks for your help. Also i tried Resources.UnloadUsusedAssets() and it does work even for assetbundles.

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