Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Kiloblargh · Sep 11, 2012 at 10:30 PM · iosplayerprefsevent-listener

Can I update PlayerPrefs when iOS app triggers a memory warning

I would like to be able to check at the time when I'm about to load a level if the app has received a memory warning; is that doable?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image jkgd · Nov 08, 2012 at 02:53 PM 0
Share

To save you looking through the forum, look in AppController.mm for:
- (void) applicationDidReceive$$anonymous$$emoryWarning:(UIApplication*)application { }

and add the following into the method:
UnitySend$$anonymous$$essage("$$anonymous$$emoryController", "Received$$anonymous$$emoryWarning","$$anonymous$$emory warning, yo!");

Drag Ben BearFish's script onto a game object in your scene and name the game object $$anonymous$$emoryController.

2 Replies

· Add your reply
  • Sort: 
avatar image
3
Best Answer

Answer by Ben-BearFish · Oct 24, 2012 at 12:41 AM

You have to modify the AppController.mm file to get a message. Check here for an explanation:

http://forum.unity3d.com/threads/145269-Is-there-a-way-to-tell-in-Unity-when-onDidReceiveMemoryWarning-is-received

Here's my C# code:

 using UnityEngine;
 using System.Collections;
 
 public class LowMemoryManager : MonoBehaviour
 {
     //Function is called when a lowMemoryWarning is received
     public void ReceivedMemoryWarning(string message)
     {
         Debug.Log("Low Memory Manager RECEIVED LOW MEMORY WARNING!");
         Resources.UnloadUnusedAssets();
         Prefs.Save();
     }
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Paulius-Liekis · Dec 16, 2014 at 04:19 PM

You don't have to modify AppController.mm anymore. See the last answer here: http://answers.unity3d.com/questions/291788/is-there-a-way-to-tell-in-unity-ios-when-ondidrece.html

  #import "UnityAppController.h"
  
  @interface MyOwnAppController : UnityAppController {}
  @end
  
  @implementation MyOwnAppController
  - (void)applicationDidReceiveMemoryWarning:(UIApplication*)application {
      printf_console("WARNING MY OWN APP CONTROLLER -> applicationDidReceiveMemoryWarning()\n");
  }
  @end
  
  IMPL_APP_CONTROLLER_SUBCLASS(MyOwnAppController)
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

12 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Are PlayerPrefs backed up to iCloud? 0 Answers

Highscore PlayerPrefs not working on iOS 0 Answers

PlayerPrefs Storage Location on Android or iOS 4 Answers

Why will Playerprefs not save my score on Android / iOS? 2 Answers

Unity ADInterstitialAd instantly triggers iOS memory warning 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges