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Is the new animation system leaking memory in iOS?
Hi,
I am making a 2D puzzle game and have some sprites animated with the new animation system (Animator and Animations). Recently I ran my game on Instruments in Xcode 5 and found some memory leaks. Every time I load a level (Xcode), Instruments raise the leak count in "Animator" objects of the previous level. More specifically memory allocated by calls of mecanim::statemachim::CreateStateMemory(...) are not properly released. I attached a screenshot of Instruments with the referred function highlighted.
I'm using Unity3D 4.3.4f1 free. Xcode 5.1.1 Running game in iOS 7.1 in a iPad 2 and iPhone 4S devices. All my scripts are in C#.
I tried using System.GC.Colect(), load level with LoadLevelAdditive(), adding animator dynamically with gameObject.addComponent and got the same result.
Is this really a memory leak? Is there something I can do to resolve this issue?
The new animation system is awesome and I hope I'm doing something wrong.
Kind regards,
Marcelo Thiesen da Rosa
PS: I posted this question in the forum and didn't receive any response so far.
[1]: /storage/temp/26592-screenshot+2014-05-12++15.22.18.png
Answer by marcelotdarosa · May 28, 2014 at 09:36 PM
Hi,
I posted this answer some days ago and I tested with the new 4.5 version recently released and the memory leak has reduced dramaticaly if not completely. I need to do more testing to double check but I consider this resolved.
If so, mark you answer and close question under (Outdated).
I do hope it is fixed.
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