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Question by Foxmanx_7 · Sep 24, 2010 at 11:56 PM · assetbundlememorymemory-leak

Memory leak using bundles.

Hi, after some problems with memory in my game, i have done a little test, loading and unloading all my bundles, loading all assets and then destroying. With this, i have tracked the memory usage, and until now ( yes the code still running and opening all my asset bundles ) there's a leak of 225 MB! could it be something that i forgot to unload? something wrong with this code? i have done all that i could think to fix this leak, but nothing worked :(

Obs: No Scripts are attached to them.


// Update is called once per frame IEnumerator LoadThemAll() { int count = _bundles.Count; // my list of bundle paths int act = 0; WaitForSeconds waitSeconds = new WaitForSeconds(1); AssetBundle b; while (true) { Debug.Log(pathlist[act]); WWW www = new WWW(pathlist[act]); while (!www.isDone) { yield return 0; }

     b = www.assetBundle;
     Object[] objs = b.LoadAll();

     foreach (Object o in objs)
     {
         if (o == null)
             continue;
         Object r = Instantiate(o);
         yield return waitSeconds;
         Destroy(r);
         Debug.Log(string.Format("---->{0}", o.name));
         if (o != null)
             DestroyImmediate(o, true);
     }

     b.Unload(true);
     Destroy(b);

     www.Dispose();

     AsyncOperation op = Resources.UnloadUnusedAssets();
     while (!op.isDone)
         yield return 0;

     GC.Collect();

     act++;
     if (act == count)
         act = 0;
 }

}


Thanks. :)

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Answer by Pedro.du · Dec 10, 2010 at 10:18 PM

What Unity version?

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avatar image Foxmanx_7 · Jan 01, 2011 at 02:09 AM 0
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it was the 2.6, i have done some other tests and I discovered that this only occurs in the Editor, then i just stopped trying to resolve this by now.

Thanks :)

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