Closed weacw closed 4 years ago
Hello. Can you tell me why you wish to Destroy the subsystem in this case? Ideally you should allow XR Management to handle the creation and destruction of the subsystems.
Hello. Can you tell me why you wish to Destroy the subsystem in this case? Ideally you should allow XR Management to handle the creation and destruction of the subsystems.
Thank you for your reply!
I m using it in the uaal. unload
the unity view and set session gameobject.activate
to false
the memory no reduction. But I destroyed the subsystem and reduced memory.
I want to know how XR Management
creates and destroys subsystems manually.
Thank you!
Disabling an AR***Manager (or the GameObject it is on) disables the subsystem, but it doesn't destroy it. You may be looking for LoaderUtility.Deinitialize.
Disabling an AR***Manager (or the GameObject it is on) disables the subsystem, but it doesn't destroy it. You may be looking for LoaderUtility.Deinitialize.
Thank you for your reply!
I m using this https://docs.unity3d.com/Packages/com.unity.xr.management@3.2/manual/EndUser.html#automatic-xr-loading It's work for me
Describe the bug
Launch: If you don’t check the box, the AR algorithm cannot be started on the device even though AR-Session components are instantiated. However, in version
3.1.3
, it is allowed to start the AR algorithm without checking the instantiated AR-Session component.Memory: I'm using the UAAL with iOS, The memory no change, always 500M when I call the Application.Unload() and Destroy all AR components.
Subsystem: When I stop and destroy the subsystem, it is invalid to recreate and enable it.
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