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Question by suribe · Jan 06, 2016 at 12:47 PM · animationdynamicallyleak

Run-time generated AnimationClips leaking

I currently create AnimationClips dynamically while my game is running to move some pieces around. You can see what I mean here: https://youtu.be/u1My9JX4K-c?t=8s , when the pieces get grouped together and then open again. I cannot reuse the clip because the pieces will have a different position next time, so all the movements need to be changed.

Right now, I create a new clip whenever I need them to be grouped and separated, and attempt to replace any existing clip with this:

     private void ReplaceAndPlay(AnimationClip clip, string name) {
         var old = Anim.GetClip(name);
         if (old != null) {
             Anim.RemoveClip(name);
             Destroy(old);
         }
         Anim.AddClip(clip, name);
         Anim.Play(name);
     }

(Anim just points to the gameObject's Animation component)

But using the profiler, I see that the animation clips just keep accumulating, they don't seem to be garbage collected. Am I missing something or doing something wrong? Can they be garbage collected?

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avatar image Bunny83 · Jan 06, 2016 at 05:13 PM 0
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Hmm, that's strange. I never had a case where i needed to constantly creating new clips. However since you properly destroy the old clip it should work i guess. However maybe the RemoveClip method doesn't do it's job correctly and there might be a reference to the "managed corpse" of the old clip somewhere.

Anyways i don't quite get why you can't reuse the old clip. You can call ClearCurves on the old one and add the new curve data.

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Answer by suribe · Jan 07, 2016 at 09:14 AM

I ended up following @Bunny83 suggestion, reusing the animation with ClearCurves. Not exactly what I wanted, but it works and does not leak.

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