【发布时间】:2017-10-09 05:59:35
【问题描述】:
我的游戏的基准内存使用量约为 315 MB。然而,调用以下函数会导致内存使用量急剧上升,稳定在 480 MB 左右,同时达到 580 MB 甚至更多的峰值,并伴随着内存警告甚至崩溃。
会发生什么:首先TakeScreenshot IEnum 连续调用 3 次,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一张。通过选择图片“#1”触发SendImage1函数。
也许有人可以指出我可以在哪里以及如何找回一些记忆,那真是太棒了!
所有相关代码都应该在这里:
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);
}
}
编辑
经过两次例程后的详细内存分析器:
通过例程两次后的 Xcode 内存分析器:
【问题讨论】:
-
您是否在运行探查器的情况下运行您的应用程序?这将使您能够准确地看到什么在使用这么多的内存。
-
您可以在使用您的应用一段时间后上传详细的内存分析器的屏幕截图吗?您必须销毁每一个未使用的纹理,否则它将保留在内存中。
-
@JuanBayonaBeriso 用截图编辑了我的问题。
-
@Eoghan 分析器并没有真正告诉我很多。特别是如果你考虑到它说我使用的空间比 Xcode 显示的少近 100 MB。我也不确定 83.5 MB“对象”应该是什么意思。
标签: c# ios unity3d memory texture2d