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Question by jochem · Feb 25, 2012 at 03:09 AM · texturewwwmemoryimage loader

Loading imagesequence at runtime - memory problem

Hi there,

I'm loading 84 jpgs at runtime and I swap them every 1/2 frames. This goes well for 3 loops, after that Unity's seems to be full and it displays 1 image every second. ( complete unity seems to be stuck for seconds, so i'm really sure its memory ) how can I improve the script, or is unity just not able to render a different texture every frame?

 public    var frameSpeed:int = 2;
 
 private    var baseUrl:String = "/mediaserver/";
 
 private    var imageSequenceLength:int = 84;
 
 private    var imageSequence:Array = [];
 private    var imageIndex:int = 0;
 
 private var    loadingIsComplete:boolean = false;
 
     function Start () {
     

            // LOAD IMAGES

         for( var i:int = 1; i < imageSequenceLength + 1; i++ ) {
         
             // Debug.Log( "Load: " + baseUrl + "20120224125016" + digit2( i ) + ".jpg" );
         
             var www : WWW = new WWW ( baseUrl + "20120224125016" + digit2( i ) + ".jpg" );


                  // PUSH THEM INTO ARRAY

             imageSequence.Push( www );
             
         }
         
     }
     
     function Update () {

            
            // CHECK LOADING COMPLETE

         if( loadingIsComplete ) {
         
             setNextImage();
             
         } else {
         
             Debug.Log("still loading... " + Time.time );
         
             loadingIsComplete = true;
             
             for( var i:int = 0; i < imageSequenceLength; i++ ) {
             
                 if( !imageSequence[ i ].isDone ) {
                 
                     loadingIsComplete = false;
                     //Debug.Log( i + " is " + imageSequence[ i ].isDone );
                 }
             }
         }
         
     }
     function setNextImage():void {
     
         renderer.material.mainTexture = null;
     
         imageIndex += frameSpeed;
         
          if( imageIndex >= imageSequenceLength ) imageIndex = 0; 
         
         renderer.material.mainTexture = imageSequence[ imageIndex ].texture;
         
     }
     
     function digit2( incoming:int ):String {
     
         var str:String = incoming.ToString();
     
         while( str.Length < 2 ) str = "0" + str;
     
         return str;
     }

thanks in advance,

jochem

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Answer by jochem · Mar 05, 2012 at 03:01 PM

Found it.

Get the image out of the loader first in a seperate imageSequence array.

Then loop through the images instead of the loader.

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avatar image bailsone · Apr 17, 2014 at 07:19 PM 0
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could you please share your final script. i got no idea how to implement that ^^ i am very interested in this specific problem. also did a few tests but not with an array this seems to be a very nice idea to avoid memoy leaks.

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