Author Topic: IOS:Font material stays around with dynamic fonts = big problems in large scenes  (Read 3155 times)

psionic81

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hi :) I have a problem that I've built a scene to showcase: in IOS when using dynamic fonts, font materials (and indeed other aspects as well such as atlas references) stick around even when their scene is destroyed.

we use LoadSceneAdditive and GameObject.Destroy(root ui of that loaded scene).

and dynamic fonts have a recursive reference even when the destroy is called on the main scene.

if anyone has any concrete solutions, please let me know.


I'm not posting the showcase scene here because it uses the ngui distribution, but if you're the support person that can handle this on Tasharen's side please let me know and I can send asap. The other contact on this site specifically said not to send anything support related, but that doesn't help with the ability to send test scenes :


ArenMook

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In what version of NGUI? Current latest should clear all references to materials and textures when you disable the panels. You can always call UIDrawCall.ReleaseInactive() to force it as well. Also note that if you've loaded anything using Resources.Load, it's up to you to release them.

yong

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Hi, Aren Thanks for the suggestions.
I'm working with psionic81 using NGUI.

It seems like UIDrawCall.ReleaseInactive wasn't implemented in  NGUI 3.4.8, so we upgraded to 3.4.9 and now we manually call UIDrawCall.ReleaseInactive() after we make transition to different scene. Now it seems like it's releasing inactive assets!
Thanks for the help  :D