Unity iOS内存使用量增加而不会再次下降

时间:2017-05-10 14:10:36

标签: c# ios unity3d memory texture2d

我的游戏的基准内存使用量约为315 MB。但是,调用以下功能会导致内存使用率急剧上升,达到480 MB左右,同时达到580 MB甚至更高的峰值,并伴有内存警告甚至崩溃。

会发生什么:首先连续三次调用TakeScreenshot IEnum,这是最大值。计算一个会话中的屏幕截图。其次,调用函数SendEmailTask显示所有三张图片供用户选择。通过选择图片“#1”,触发函数SendImage1

也许有人可以指出我可以在哪里以及如何获得一些记忆,这真的很棒!

所有相关代码应该在这里:

public class Picture : MonoBehaviour {

    private int ssCount = 0;

    private Sprite cachedImage1sprite;
    private Sprite cachedImage2sprite;
    private Sprite cachedImage3sprite;

    private Texture2D cachedImage1;
    private Texture2D cachedImage2;
    private Texture2D cachedImage3;

    private Texture2D JPGtex1;
    private Texture2D JPGtex2;
    private Texture2D JPGtex3;

    private Texture2D tex;


    void Awake () {


    }

    // Use this for initialization
    void Start () {

        JPGtex1 = new Texture2D (2, 2, TextureFormat.RGB24, false );
        JPGtex2 = new Texture2D (2, 2, TextureFormat.RGB24, false );
        JPGtex3 = new Texture2D (2, 2, TextureFormat.RGB24, false );

        // Create a texture the size of the screen, RGB24 format
        int width = Screen.width;
        int height = Screen.height;
        tex = new Texture2D( width, height, TextureFormat.RGB24, false );


    }

    // Update is called once per frame
    void Update () {

        if (ssCount == 0) {

            SendEmail.interactable = false;
            TakePhoto.interactable = true;

        } else if (ssCount == 1) {

            SendEmail.interactable = true;

        } else if (ssCount == 3) {

            TakePhoto.interactable = false;

        }

        //Debug.Log (ssCount);

    }


    void SendEmailTask(){

        if (ssCount == 3) {

            cachedImage1 = SA.IOSNative.Storage.AppCache.GetTexture ("IMAGE_1");

            cachedImage2 = SA.IOSNative.Storage.AppCache.GetTexture ("IMAGE_2");

            cachedImage3 = SA.IOSNative.Storage.AppCache.GetTexture ("IMAGE_3");

            ImagePicker.SetActive (true);

            //Image1
            Rect rec1 = new Rect(0, 0, cachedImage1.width, cachedImage1.height);
            cachedImage1sprite = Sprite.Create(cachedImage1, rec1, new Vector2(0,0),1);
            Image1.image.sprite = cachedImage1sprite;

            //Image2
            Rect rec2 = new Rect(0, 0, cachedImage2.width, cachedImage2.height);
            cachedImage2sprite = Sprite.Create(cachedImage2, rec2, new Vector2(0,0),1);
            Image2.image.sprite = cachedImage2sprite;

            //Image3
            Rect rec3 = new Rect(0, 0, cachedImage3.width, cachedImage3.height);
            cachedImage3sprite = Sprite.Create(cachedImage3, rec3, new Vector2(0,0),1);
            Image3.image.sprite = cachedImage3sprite;

            SA.IOSNative.Storage.AppCache.Remove ("IMAGE_1");
            SA.IOSNative.Storage.AppCache.Remove ("IMAGE_2");
            SA.IOSNative.Storage.AppCache.Remove ("IMAGE_3");

        }

    }

    IEnumerator TakeScreenshot() {

        // Wait till the last possible moment before screen rendering to hide the UI
        yield return null;
        GameObject.Find("Buttons").GetComponent<Canvas>().enabled = false;
        FlashImage();

        // Wait for screen rendering to complete
        yield return new WaitForEndOfFrame();

        // Create a texture the size of the screen, RGB24 format
        int width = Screen.width;
        int height = Screen.height;

        // Read screen contents into the texture
        tex.ReadPixels( new Rect(0, 0, width, height), 0, 0 );
        tex.Apply();

        //byte[] screenshot = tex.EncodeToPNG();

        print("Size is " + tex.width + " by " + tex.height);

        if (ssCount == 0) {

            SA.IOSNative.Storage.AppCache.Save ("IMAGE_1", tex);

            ssCount++;

        } else if (ssCount == 1) {

            SA.IOSNative.Storage.AppCache.Save ("IMAGE_2", tex);

            ssCount++;

        } else if (ssCount == 2)  {

            SA.IOSNative.Storage.AppCache.Save ("IMAGE_3", tex);

            ssCount++;

        }

        IOSCamera.Instance.SaveTextureToCameraRoll(tex); //Save to Cameraroll

        // Show UI after we're done
        GameObject.Find("Buttons").GetComponent<Canvas>().enabled = true;

    }


    public void SendImage1() {

        byte[] screenshot1;

        screenshot1 = cachedImage1.EncodeToJPG ();

        if (Facebook == false) {

            JPGtex1.LoadImage (screenshot1);

            TextureScale.Bilinear (JPGtex1, 1200, 900);

            IOSSocialManager.Instance.SendMail (SubjectText, EmailText, "", JPGtex1);

        } else {

            StartCoroutine(UploadToPage(screenshot1));

        }

        backToGame ();

    }

    public void backToGame() {

        Destroy (cachedImage1sprite);
        Destroy (cachedImage2sprite);
        Destroy (cachedImage3sprite);

        SA.IOSNative.Storage.AppCache.Remove ("IMAGE_1");
        SA.IOSNative.Storage.AppCache.Remove ("IMAGE_2");
        SA.IOSNative.Storage.AppCache.Remove ("IMAGE_3");

        Destroy(cachedImage1);
        Destroy(cachedImage2);
        Destroy(cachedImage3);

        cachedImage1 = null;
        cachedImage2 = null;
        cachedImage3 = null;

        Image3Obj.SetActive (true);

        ImagePicker.SetActive (false);

    }

}   

修改

通过例程两次后的详细内存分析器:

Detailed memory profiler after going thru the routine twice

通过例程两次后的Xcode内存分析器:

Xcode memory profiler after going thru the routine twice

2 个答案:

答案 0 :(得分:0)

来自您的探查器报告;

你在Meshes和Texture2D资产上使用了很大一部分内存 - 这对我来说,你可能会掠过它们/将它们隐藏起来而不是实际从内存中删除它们。考虑到你已经加载了120多MB的网格物体,Texture2D Assets中的50多MB有点奇怪。我从中假设它是3D游戏,但有2D UI ?如果是这样的话,那么花费在Texture2D资产上就需要花费50MB。

&#34;对象&#34;你认为他们是什么 - 他们是对象。实例化类或包含附加组件的GameObject。所以,如果你制作了一个玩家游戏对象,那么附加到玩家游戏对象是#34; playerStats&#34;对象有健康,速度,耐力等几个变量,然后计算为2个对象。

80MB对于对象来说并不太担心。你的Texture2D和Meshes的使用对于一款针对iOS的游戏来说非常高。确保您使用的是适合移动设备的型号,以及分辨率不高的纹理。

答案 1 :(得分:0)

我在iOS中遇到类似的音频文件问题,我不知道这可能是你的情况。

我在内存上加载了20mb +的大音频文件来处理它们然后释放内存,问题是内存在xcode profiler中不断上升。这是由内存碎片引起的,您可以在此处阅读更多相关信息:https://stackoverflow.com/a/3770593/4024219

我的解决方案是以小块加载文件并重用我的数组而不是创建和销毁新数组。