in update method
I checked it twice using GAPID.
New situations (all information from GAPID trace):
Situation 3:
one collection, GO with gui component
- Load game and show gui
- Waiting 5 seconds
- Remove GO with gui.
waiting 3-5 seconds
Checking the GAPID trace in last frame : atlas still in memory.
Situation 4:
Collection with one collection proxy with many big atlases(ust for test) and one collelction factory with my GUI
- Load game
(GUI atlas isn’t load to memory) - Waiting 5 seconds
- Load collelction factory
(now GUI atlas in memory) - Waiting 5 seconds
- Delete GO from p.3 (with GUI)
- Waiting 5 seconds
(atlas still in memory) - Load collection proxy with many big atlases
checking and my GUI atlas still in memory.
I don’t know how it works in Defold.
You tell me that it depend of direct link of some component (component referenced to atlas)
From @britzl post I understand that it’s depend of collection, not a component How textures manager works? (SOLVED) - #4 by britzl (collection referenced to atlas)
Here is information from @Ragnar_Svensson where he told that it have to depend of collection (also collection referenced to atlas) , but Defold have bug where you can load atlas using factory. But I do not understand how to unload this atlas . @sicher told that it’s impossible - that mean atlases referenced with collection or something else, but not with components.
I have to understand how it works in engine. Too many controversial information from different people.