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Author Topic: PNG atlases lead to memory leak  (Read 4277 times)

Clet_

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PNG atlases lead to memory leak
« on: December 02, 2013, 10:39:12 pm »
When building atlases in PNG instead of Unity textures, I've realized that they are not unloaded between each application's start.
The RAM get filled at each press of play, eventually leading to Unity's own "Blue screen of death".
This error does not occur when building atlases in Unity Texture.

I've noticed this leak while outputting materials name and InstanceId from Resources.FindObjectsOfTypeAll(typeof(Material)).

I hope it will help you to locate the bug.


Dreamkind

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Re: PNG atlases lead to memory leak
« Reply #1 on: December 03, 2013, 06:30:32 pm »
Edit: Sorry our issue appears to be something separate. We have still noticed this leak in the editor though.
« Last Edit: December 03, 2013, 08:58:57 pm by Dreamkind »

unikronsoftware

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Re: PNG atlases lead to memory leak
« Reply #2 on: December 03, 2013, 11:11:25 pm »
The PNGs leaking in the editor is a known issue. We're working on a solution for this but its taking a bit longer than expected. FWIW, It should work fine at runtime.