Why does LoadAsset crash on iPhone?
Hey there,
I'm currently developing an AR application, where I show different 3D Models at different locations in my local city. In order to be able to exchange the models without submitting a new build to the app store, I exported the prefabs including the .blend files as bundles and download them right on the phone.
On my personal iPhone 12 this runs like a charm, but on older iPhones, the app crashes mostly, because the LoadAsset Function overloads the internal RAM. Strangely it works anyway sometimes, when I just reopen the app and start the function again. Unfortunately, I cannot reproduce this scenario, as it really happens very randomly.
In the XCode debugger I saw, that on the iPhone 7 the App loads over 1GB in the memory, until it crashes. On my iPhone 12 it doesn't load more than 800-900 MB. The bundle is 19MB compresses and the prefab (including a .blend file) is 114MB.
Is there a way how to deal with this scenario and maybe overcome the memory limit crash on old iPhones?
Thanks a lot in advance!
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