Here’s how you can ensure the resources are fully disposed of:
- Removing the Entity: You’re already doing this part by using
this.el.parentNode.removeChild(this.el)
. However, A-Frame provides a.remove()
method that might handle some additional cleanup automatically. Consider usingthis.el.remove();
if it’s not what you’re already doing. - Dispose of Geometry, Material, and Texture: You need to manually dispose of these resources. This can be done by accessing the mesh of your GLB model and then disposing of its components. You can use an event listener for the
model-loaded
event to access the model once it’s loaded, or directly access it if you’re doing the disposal later in the experience.
Here is an example of how you might dispose of a GLB model’s resources:
function disposeEntity(entity) {
if (entity.object3D) {
entity.object3D.traverse(function(node) {
if (node.isMesh) {
if (node.geometry) {
node.geometry.dispose();
}
if (node.material) {
if (Array.isArray(node.material)) {
node.material.forEach(material => material.dispose());
} else {
node.material.dispose();
}
if (node.material.map) node.material.map.dispose();
if (node.material.lightMap) node.material.lightMap.dispose();
if (node.material.bumpMap) node.material.bumpMap.dispose();
if (node.material.normalMap) node.material.normalMap.dispose();
if (node.material.specularMap) node.material.specularMap.dispose();
if (node.material.envMap) node.material.envMap.dispose();
// Dispose any other maps you might have
}
}
});
}
// Finally remove the entity
entity.remove();
}
This function traverses all children of the entity’s object3D
, disposing of geometries and materials if they exist. Note that you may need to adjust the function depending on the specific properties of your materials (e.g., if you’re using additional maps beyond those listed).
- Consider the Asset Management System: A-Frame’s asset management system caches assets to make them quicker to load. If you’re dynamically loading and unloading many assets, you might also want to manage this cache to ensure it doesn’t grow indefinitely. This can involve manually removing assets from the cache if they’re no longer needed.
- Monitoring and Debugging Memory Leaks: Use browser developer tools to monitor memory usage and identify leaks. Tools like the Chrome DevTools Memory tab can help you take heap snapshots and track down memory leaks.
Following these steps should help you manage memory more effectively in your A-Frame project, improving performance and avoiding issues with increasing geometry and texture counts.
I also found this thread via StackOverflow
And a bug reported via Aframe here