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Question by Random_Peon · Oct 01, 2014 at 09:48 AM · movietexturestreamingmemory managementinternet explorer

Memory issue when playing movie on Internet Explorer 11

Good morning,

This is happening on a Webplayer 4.5.4f2 build with Unity 4.5.2f1 Pro.

I'm currently encountering an issue when streaming an OGG video on IE 11 (not happening on Chrome or Firefox).

Here is the code I'm using to get the video (which is about 80Mo). It's launched as a coroutine on Start.

 string uri = mstrVideoURL;
      
 WWW www = new WWW(uri);
 movie = www.movie;
  
 while (!movie.isReadyToPlay)
 {
     yield return null;
 }
      
 if (string.IsNullOrEmpty(www.error))
 {
     audio.clip = movie.audioClip;
     renderer.material.mainTexture = movie;
     movie.loop = false;
     movie.Play();
     audio.Play();
 }
 else
 {
     Debug.Log("Something happened: " + www.error);
 }

As I said, it's working correctly under Chrome and Firefox.

When using IE 11 though, my game will randomly crash at some point between start and one minute. Looking at log tells me DynamicHeapAllocator out of memory.

You may take a look at this whole log part here : link text

During video play, IE is taking about 700Mo in RAM. Connecting Profiler to my build and taking a detailed memory sample tells me WebStream is taking 369.4 MB.

Profiler screenshot here : link text

I'm not an expert in memory management, and I can't figure out why this is happening, and how to prevent it from happening.

I was hoping someone could help me :)

webstreammemory.png (23.6 kB)
log_memory_ie.txt (2.2 kB)
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