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This repository has been archived by the owner on Sep 14, 2021. It is now read-only.
I have an app that only creates an AugmentedImageDatabase in runtime. When adding images to the database, it takes A LOT of memory from my device (almost all memory).
I have used Unity profiler to see this, and i'have also bought an asset (from the AssetStore) to check the current available memory [same results - see the attached picture]).
I'm adding images to the database like this:
"Texture2Dtex = new Texture2D(2, 2);
tex.LoadImage(fileData);
AugmentedImageSrc image = new AugmentedImageSrc(tex);
db.AddImage(sceneInfo.Id + "-" + triggerInfo.Id.ToString(), image);"
Each time i call this method, my free RAM drops approximatly 250Mb.
This is a really strange behaviour, since if I start the Scene with a AugmentedImageDatabase already populated (with the same images), i get all the available memory free!
Is there any way to realese unused memory after adding the images to the database? Is it possible to serialize the database, destroy everything and load it after (to get free memory)?
Also, is there any way to destroy the database and realease the memory? I cant seem to do this.
VERSIONS USED
Unity: 2020.1.4f1
ARCore SDK for Unity: 1.19.0
Device manufacturer, model, and O/S: Samsung Tab S6, Android 10
The text was updated successfully, but these errors were encountered:
SPECIFIC ISSUE ENCOUNTERED
I have an app that only creates an AugmentedImageDatabase in runtime. When adding images to the database, it takes A LOT of memory from my device (almost all memory).
I have used Unity profiler to see this, and i'have also bought an asset (from the AssetStore) to check the current available memory [same results - see the attached picture]).
I'm adding images to the database like this:
"Texture2Dtex = new Texture2D(2, 2);
tex.LoadImage(fileData);
AugmentedImageSrc image = new AugmentedImageSrc(tex);
db.AddImage(sceneInfo.Id + "-" + triggerInfo.Id.ToString(), image);"
Each time i call this method, my free RAM drops approximatly 250Mb.
This is a really strange behaviour, since if I start the Scene with a AugmentedImageDatabase already populated (with the same images), i get all the available memory free!
Is there any way to realese unused memory after adding the images to the database? Is it possible to serialize the database, destroy everything and load it after (to get free memory)?
Also, is there any way to destroy the database and realease the memory? I cant seem to do this.
VERSIONS USED
The text was updated successfully, but these errors were encountered: