App Crash combining with native unity RGBFrame tutorial and async loading

Hi,

We have come out a project which can 100%(?) duplicate this issue (4/4) based on your RGB template in the tutorail for async loading. The App will crash in about 2 mins after you have started it.
Please find it under this link. And the credential is “nuitrack”.
https://fs.wistron.com/?ShareToken=2122ACBD1AEAE0D229BDC516653AF5A86972B96D

Hi Alex,

With your script, RGB textures remain in memory after they’re shown. As a result, memory is filled. You can edit the script DrawColorFrame and add the deletion of a texture after it’s used:

using UnityEngine;
using UnityEngine.UI;

public class DrawColorFrame : MonoBehaviour
{
     [SerializeField] RawImage background;

     void Start()
     {
          NuitrackManager.onColorUpdate += DrawColor;
     }

     Texture2D bgTexture; //new line

     void DrawColor(nuitrack.ColorFrame frame)
     {
          Destroy(bgTexture); //new line
          bgTexture = frame.ToTexture2D(); //new line
         background.texture = bgTexture; //modified
    }
}

In this code, the texture is saved to bgTexture, shown and destroyed before it’s used again.