Unity ffmpeg android2/15/2023 So either that means Unity was internally calling UnloadUnusedAssets, or C# was doing GC.Collect and UnloadUnusedAssets calls GC.Collect internally as well. I was recording images from a RenderTexture and it always crashed on the 13th image, but i noticed on the memory profiler that every 13th image, without me calling the ffmpeg library previously, the GC allocation got released. On your crashes, I think its always the same thing. (If we get this resolved I'll probably ask you about how you got it running asynchronously haha) Consumer closed input channel or an error Haha yeah i saw your posts on being able to work with the library Asynchronously and thought you had everything resolved. I'm happy that I'm not alone anymore with that huge problem. There must be something within the plugin, not unlinking or discard resources. I spend so much time right now to fix that in Unity, but without success. reloading the entire Unity scene (always)Īs long as there was no encoding process started, everything runs fine, but with the start of mobileffmpeg Unity becomes unstable.play videos and play audios (after some attempt, even if I use new copied resources).start to record Audios with the Microphone class (second or third attempt).But it seems mobileffmpeg/ffmpeg is using resources or memory that belong to Unity. The encoding process is working with sync or async calls and I can repeat them without any problem. I used all the different versions of Unity (2018 LTS to 2019.2), built it for ARMv7 and ARM64 and reduced my app to the minimum.
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