I'm getting a serious memory leak when assigning textures at runtime.
When useNewArray is true, Task manager shows that Unity's memory usage grows by ~20 MBs / second.
The full (183k zipped) project can be downloaded here: https://goo.gl/axFJDs
Here's my code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class testMemory : MonoBehaviour {
public bool useNewList = false;
Texture2D newTexture;
public byte color;
List<Color> newColors;
List<byte> staticPixelColorsList;
Color tempColor = Color.white;
// Use this for initialization
void Start () {
newTexture = new Texture2D(0,0);
newColors = new List<Color>();
staticPixelColorsList = new List<byte>(120000);
GetComponent<Renderer>().material.mainTexture = newTexture;
}
// Update is called once per frame
void Update () {
// Make sure we're using different colors for every frame
color = (byte)((Time.time*255) % 255);
if(useNewList)
{
// This option causes a memory leak, but it's the one I need
// because I'm getting the texture data from an external source
int newWidth = Random.Range(200,400);
int newHeight = Random.Range(200,400);
// Create a new list each time
List<byte> newPixels = new List<byte>(newWidth * newHeight);
for(int i = 0; i < newWidth * newHeight; i++)
{
newPixels.Add ((byte)(color * i / 120000f));
}
setTexture(newPixels, newWidth, newHeight);
// Clear the list (yeah, right)
newPixels.Clear ();
}
else
{
// Use the same list, but assign new colors
for(int i = 0; i < 120000; i++)
{
staticPixelColorsList.Add ((byte)(color * i / 120000f));
}
setTexture(staticPixelColorsList, 300, 400);
staticPixelColorsList.Clear ();
}
}
void setTexture(List<byte> inputPixels, int inputWidth, int inputHeight)
{
newTexture.Resize(inputWidth, inputHeight);
float colorValue;
// Convert input value to Unity's "Color"
for(int n = 0; n < newTexture.width * newTexture.height ; n++)
{
colorValue = inputPixels[n] / 255.0f;
tempColor.r = tempColor.g = tempColor.b = colorValue;
newColors.Add (tempColor);
}
// Actually set the texture pixels
newTexture.SetPixels(newColors.ToArray());
newTexture.Apply();
newColors.Clear();
}
}
Thanx in advance.
Apparently this is a bug with Texture2D.Apply(). It's so deep, Unity's profiler did not show the leak, but external tools did. Unity have acknowledged the problem and are seeking out a solution. No date was given. Thanks for the help :-)