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Question by JakeCaron · Dec 18, 2017 at 05:12 PM · texture2dmemory-leak

Memory Leak with creating a new Textrure2D

Hi all, simply making a new project and attaching the following code to a gameobject:

 float time = 0;
 void Update()
 {
     time += Time.deltaTime;
     if(time >= .5f)
     {
         time = 0;
         Texture2D screenShot = new Texture2D((int)1000, (int)1000, TextureFormat.RGBA32, false);
     }
 }

Anyone know why this makes the memory continuously increase? As far as I can tell, you cannot deallocate a Texture2D's memory -- it handles itself if it is not referenced by anything. The previous "screenshot" is not referenced by anything after the next iteration of the Update loop.

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Answer by JakeCaron · Dec 18, 2017 at 06:45 PM

So I looked more into this and Texture2Ds are not automatically handled if they do not have a reference! However, you can reallocate the memory by using, "Texture2D.Destroy();". Hope this saves someone time in the future.

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Answer by Shrikky23 · Dec 18, 2017 at 06:53 PM

Textures are Resources, please Resources.UnloadUnusedAssets() or Unload that particular Resource manaully using Resources.UnloadAsset().

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