I'm creating a gallery-like feature within an app. Users can swipe left and right like on a native iOS gallery.
When swiping and snapping to a new image/video, if it is a video, it will load the video by setting a url on a Unity VideoPlayer.
However, I noticed that even from telling previous videoplayers to .Stop(), it doesn't actually deallocate memory. So with sufficient usage, the gallery in the app causes a memory crash.
Is there another explicit way to force a VideoPlayer to free its memory? Is this a bug? If there is no workaround, I would also be happy to use a more stable video player, even if it's not free.
I'm on Unity 2018.1.2f1
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