You will only observe these changes after you upgrade your app with XCode 10. This behavior is only observed when the application is built targeting iOS12 and does not apply to existing applications which were built to target iOS11. In other words it’s not that your application is consuming more memory, but rather that it previously was under reported. "On iOS 12 and Xcode 10 Apple's memory reporting tools has been updated to more accurately track memory footprint now then prior versions. I will reiterate what I said back in October (clarification in italics). I wanted to share that Apple has released an article where you can read more about the changes in iOS 12 which many of you have observed here: ![]() I would encourage you to reach out to Marton to do the same. Hopefully this helps us all get this issue resolved, and I thank Marton for reaching out to us with the idea of submitting an Xcode project only instead of the full Unity project. By December 2018 - January 2019, we got around this by crushing textures and lightmap settings all the way down.īack in Summer 2017, we originally developed the game on Apple TV 4 (2015), and it ran there with our textures at high resolutions, environment art surface textures in particular at 4K across all channels in the Standard Shader, nearly two years ago. VAST experienced this issue on both tvOS and iOS beginning around Fall 2018. Our development environment is macOS Mojave 10.14.3 and we were using Xcode 10.1. VAST and the Xcode project sent yesterday 2/14 was from Unity 2018.3.5f1. I have agreed to this- Unity engineers have it now and will also share it with Apple engineers. asked if I would send an iOS Xcode built project from Unity of my game VAST to help them debug, and I realized this is a little more secure than sending the actual full Unity Project itself. Needs to be sorted before the forced IOS12 requirement though but not sure its a Unity issue but they would be the ones to draw it to Apples attention as they have clout whilst small devs simply do not. Hope that helps someone and thank you again for the heads up. If we encounter any other issues we'll post here. We instantiate the game object(s) with the largest memory footprints and Destroy them with a Resources.UnloadUsusedAssets() at the earliest non upset the user experience point. So by keeping your apps memory footprint below 800meg (say 750) then this could be a short term and quick solution. ![]() Perhaps in Xcode 9 and earlier apps have been reported to be well below that limit but now given the extra accuracy of IOS12 those apps appear to be a third bigger and thus trigger the crash even though they would run with no problem. I don't know about your apps but IOS is closing/crashing our apps based on them hitting a memory threshold of 800meg - which seems the start of the red zone in Xcode memory reporter. ![]() This is up from the reported value of 130 to 180meg on Xcode 9.4.1 Memory use is now reported to be between 205 and 265meg for the same code and assets. Ok just pushed a build to a ios 12 device.
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