Is Application.GarbageCollectUnusedAssets supported for iPhone? I couldn’t find any documentation on it. I did find this:
http://forum.unity3d.com/viewtopic.php?p=202038
Specifically I am trying to only load textures when they are needed and unload them when the textures are not needed. Can I do that using
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Resources.Load followed by Application.GarbageCollectUnusedAssets?
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Aren’t all the textures loaded at the start? Then do I first unload the assests that I’m not using by calling Resources.UnloadUnusedAssets?
actually its only supported on the iphone, not on the desktop
and its definitely in the documentations. i guess you just didn’t open the right ones. For iphone you must open the documentations that were installed when you installed unity iphone. they are not available otherwise
@dreamora
Right, its installed under Applications/UnityiPhone/Documentation on the computer I installed UnityiPhone on.
- So after I load a scene do I call Application.GarbageCollectUnusedAssets and that will remove all of the assests that aren’t being used?
@dreamora
- Do you know how much memory the base Unity iPhone engine takes up? I.E. is it around 20 MB?
I’m asking so I can figure out how much memory my app is taking up. If my app’s total memory is 35 MB, then I know I have 15 MB of assets, etc. and the remainder is the Unity engine.
if you run on .net 2.1, use networking and iphone basic around 17-19mb yeah
and you seem to forget that memory is not just code + assets but also the objects etc you create while running it.
@dreamora
I’m using iPhone Advanced verison 1.5. Do you know how much memory that uses?