In Unity 2018 this worked fine - after upgrading to Unity 2019.1.8f the memory allocated after playing a movie with a VideoPlayer is never released.
Code (CSharp):
videoPlayer.Stop();
Destroy(videoPlayer);
imgCutscene.texture = null;
yield return Resources.UnloadUnusedAssets();
Even after changing a scene the memory is not released anymore. Unity's profiler doesn't show anything - only XCode shows the memory continuously going higher.
What else could/should I try ? I'm getting a bunch of build time warnings from deprecated API's being used regarding GLframeBuffer etc.
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