fix: TextMeshPro materials used by TextShape are not properly destroyed#879
Merged
sandrade-dcl merged 1 commit intomasterfrom Aug 2, 2021
Merged
fix: TextMeshPro materials used by TextShape are not properly destroyed#879sandrade-dcl merged 1 commit intomasterfrom
sandrade-dcl merged 1 commit intomasterfrom
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pbosio
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Jul 30, 2021
This was referenced Aug 3, 2021
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What does this PR change?
Fix #772
There were lots of mesh count related to TextMeshPro on unity's profiler.
We should analyze if the TextShape component is destroyed correctly
Implemented solution
TextShapeobject is created, we store a copy of the shared material in a private variable.text.fontMaterial..., we usetext.fontSharedMaterial...in order to not to provoke new copies of the material.TextShapeobject is destroyed, we destroy our stored material.NOTE: Making different tests with the
TextShapecomponents loading isolated, I have not seen a huge memory saving (the most important issue that I've detected with the number of materials in the profiler has been telated to this other ISSUE). Anyway, in order to avoid problems with the material handling, I think it is the best way to manage the cleaning of font materials.Test link
https://play.decentraland.zone/index.html?renderer=urn:decentraland:off-chain:renderer-artifacts:fix/TextShape-memory-leaks&ENV=org
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