I searched the Unity API of Caching. and I find this Caching.ClearCache() to help clear the application cache.
I add this function in my Void FixedUpdate() to clear the cache on every frame. But when I build and run my application, I still can inspect that the application's memory is accumulating from my System Monitor in the Ubuntu system.
I tried my best to find the answer by myself without success. I believe that the discussion we will have on this issue, and the solutions we might find, will help me, and likely other community members who have a similar problem.
How are you guys dealing with the memory cache issue in ROSC#, when you subscribe to a few image messages in your script. And eventually case the build app will crash automatically.
I have a question!
I searched the Unity API of Caching. and I find this
Caching.ClearCache()
to help clear the application cache. I add this function in myVoid FixedUpdate()
to clear the cache on every frame. But when I build and run my application, I still can inspect that the application's memory is accumulating from my System Monitor in the Ubuntu system.I tried my best to find the answer by myself without success. I believe that the discussion we will have on this issue, and the solutions we might find, will help me, and likely other community members who have a similar problem.
How are you guys dealing with the memory cache issue in ROSC#, when you subscribe to a few image messages in your script. And eventually case the build app will crash automatically.
Thank you so much