If you observe the memory with a profiler while simply playing WebCamTexture, you will see that the memory is continuously increasing.
How is everyone's situation?
Is there any setting in WebCamTexture that I am missing?
Or is this just what the profiler says, and is it actually safe?
public class WebCamTest : MonoBehaviour
{
public RawImage rimgCam;
public Button btn0;
public Button btn1;
private WebCamTexture _webCamTexture;
// Start is called before the first frame update
void Start()
{
btn0.onClick.AddListener(_btn0_onClick);
btn1.onClick.AddListener(_btn1_onClick);
var webCamDevice = WebCamTexture.devices.First();
_webCamTexture = new WebCamTexture(webCamDevice.name, 1280, 720, 30);
rimgCam.material.mainTexture = _webCamTexture;
}
private void _btn0_onClick()
{
_webCamTexture.Play();
}
private void _btn1_onClick()
{
_webCamTexture.Stop();
}
