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Question About Camera's, Canvases and Memory
Can someone help clear something up for me. I'm curious as to if you have a setup scene that uses multiple cameras and camas for an elaborate UI system. Now keeping in mind that at any given time there are only two cameras active and two canvases active. Do any of the other cameras, canvases or their associated panels that are not currently set to active in any way cause memory leaks??
Hi, I'm curious about this too. But I have a simpler case: two cameras and two canvases, one of them is in world space. If I turn off the camera which looks at the world canvas, everything seems normal. Otherwise, memory increases leading to crash. Did you find anything about this?
No, so far this seems to be another one of those famous questions no-one has an answer for :/
That's weird about the crashing though, not sure what would cause that.
I have something like 20 cameras each one for a different canvas and it's associated panels... our project is basically just one big UI connected to a VR system and sending and receiving signals to an Arduino ;)
I see. I'm finding out right now that the single world canvas could be the one leading to the leak. I'm printing the Profiler.GetTotalAllocated$$anonymous$$emoryLong() value and I see that if I do not enable the world canvas, memory occupation doesn't explode... I'll keep debugging and see what else I can find.
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