Author Topic: Texture Memory & Labels - Best Practices?  (Read 1666 times)

Peacewise

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Texture Memory & Labels - Best Practices?
« on: October 03, 2014, 12:55:03 PM »
Hello,

I am looking for any best practices with using Labels and how they affect texture memory, if we need to worry about that.

  • For example, if I have, say, 10 labels in a scene, all with large, but different font sizes, different colors, does that make a significant impact on memory, and if so, how would I find out how much?
  • In other words, do labels generate large font textures? If so -- in which cases do they share them, when do they get created/destroyed, and how can I find out how large they are?
  • Or is it in general insignificant?

Thanks!


ArenMook

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Re: Texture Memory & Labels - Best Practices?
« Reply #1 on: October 04, 2014, 08:02:01 AM »
Dynamic fonts? If so, then all I can suggest is examine their textures at run time to see how much memory they are currently using.

If bitmap fonts, then there is no additional anything, as bitmap font data is pulled from an atlas that you already have in memory.

Peacewise

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Re: Texture Memory & Labels - Best Practices?
« Reply #2 on: October 09, 2014, 11:12:48 AM »
Yes, for dynamic fonts.

Can anyone tell me where I'd look to examine their textures at runtime? That would be great info. All I currently know how to do is see overall texture memory usage for the entire scene, but I am not sure where to find the actual textures themselves from dynamic fonts.

Thanks!

bac9

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Re: Texture Memory & Labels - Best Practices?
« Reply #3 on: October 10, 2014, 02:12:04 AM »
If you are using Unity Pro, the detailed data can be found in the Profiler window.