Hello, I'm developing an app in which you have to download 40-60 photos, and that causes the app to die.
The "WARNING -> applicationdidreceivememorywarning()" message appears in the XCode logs, and then the app dies.
To give some context on what the images are used for: I have those images Firebase Storage service, downloaded with UnityWebRequestTexture, and then assigning that Texture2D to a RawImage's Texture. The images are photos, not "game textures".
I have read about Texture compression, NPOT/POT things, etc. But can I do anything about Textures that are downloaded from the Internet? Or only with the ones that already exist in the project?
MUCH thanks!
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