IOS Big memory usage and crash
Hello, I'm using asset bundles to load most of the scenes, but since then I've seen that the ram usage is a lot bigger than before.
Currently, on an Iphone 6S (2GB RAM) it always crashes in the main scene, xcode reporting almost an 1.4GB usage. Strangely enough I can't see that big of a ram usage in the unity profiler, nor in Heap Explorer(I'll place a link below). On android, where I don't use asset bundles, it never crashes because of memory on a phone with 2GB.
To download the asset bundles, I'm using this type of code:
WWW www = new WWW(url);
yield return www;
File.WriteAllBytes(path, www.bytes);
And to load them:
Resources.UnloadUnusedAssets();
GC.Collect();
#if UNITY_EDITOR
CurrentSceneAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, BundleNames[i].ToLower()));
#else
CurrentSceneAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.persistentDataPath, BundleNames[i].ToLower()));
#endif
if (CurrentSceneAssetBundle == null)
{
Debug.Log("Failed to load AssetBundle: " + i);
return string.Empty;
}
else
{
string[] scenePaths = CurrentSceneAssetBundle.GetAllScenePaths();
Debug.Log("Loading scene from scenePaths: " + scenePaths[0]);
return Path.GetFileNameWithoutExtension(scenePaths[0]);
}
Note: I'm downloading the assets only in the first run, if they are not present.
Note2: I'm not too sure what I've done, but before, the game was starting, but not in the first run. Now it can't enter the main scene at all(I'll try to investigate this further and update the thread I I found more on this).
If you need more info, please feel free to tell me.
Heap Explorer(he says it uses the unity profiler api): https://forum.unity.com/threads/wip-heap-explorer-memory-profiler-debugger-and-analyzer-for-unity.527949/
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