Version: 5.5 (switch to 5.6b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ProceduralMaterial.FreezeAndReleaseSourceData

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function FreezeAndReleaseSourceData(): void;
public void FreezeAndReleaseSourceData();

Description

Render a ProceduralMaterial immutable and release the underlying data to decrease the memory footprint.

'Freezing' a ProceduralMaterial immediately releases the binary data that is used to generate the associated ProceduralTextures as well as the storage for the material's decompressed texture inputs, if any. Furthermore, it also prepares both the source SubstanceArchive and the material's input Texture2Ds for unloading. A "frozen" ProceduralMaterial cannot be rebuilt or cloned, nor can its inputs be set.

For the SubstanceArchive/Texture2D unloading to take place, it is necessary to call Resources.UnloadUnusedAssets after freezing the ProceduralMaterial(s) you want to freeze.

Calling FreezeAndReleaseSourceData does nothing in the Editor, but invalid API calls made after freezing a ProceduralMaterial will be logged to the console.

See Also: Resources.UnloadUnusedAssets, ProceduralMaterial.isFrozen.