![]() ![]() Also, we can load in our Sandbox testing levels fine- but full levels are (only now) too much apparently? So in other words, this doesn't make a lot of sense. but didn't get a chance to try rebaking lightmaps then. I did have some success putting the assets back in, group by group. We've actually been confronting this issue for months while working on an art rebuild of the first level (until now, we thought it was just the new level but now not even the old shipped version runs directly from the App Store) and there doesn't seem to be any work around other than deleting lightmaps and stripping out half of the assets from the level systematically until it loads again. Customers are now e-mailing our support about this as no one on the tvOS platform can play this now. My game VAST which shipped on tvOS December 2017 and could run on Apple TV 4 and Apple TV 4K now crashes on both when trying to load the first level (the only level shipped so far and which remains untouched since a minor update in early 2018 that worked). Please try on iOS 12.1 Beta as this has significantly increases the memory cieling on certain devices. It is entirely possible your game is right near a memory limit and these small fluctations put you over. The memory footprint Unity and your game uses between different versions is always going to have small fluctuations. There is nothing we at Unity can do to make this situation better for iOS 12.0, iOS 12.1 will have to roll out before any issues impacting shipped titles will be improved. Please note that the OOM issues was only happening on a sub-set of iOS devices such as the IPhone X but not the IPhone XS.Īs mentioned earlier you WILL see higher memory usage on iOS 12 vs 11 but this is expected and should be welcome news as the memory profiler tools are now more accurate. We have confirmed on our side that applications now behave consistently (when testing with iOS 12 Beta 4 & Beta 5) vs iOS 11 and older in respect to how much memory is consumed. I searched a lot but didn't find any temp fix for this issue Since IOS 12 released this thread is causing my games to crash on iOS 12 devices. If iOS 12 now uses a more accurate number for this, it may ultimately be a good thing, but it would still mean that an app can't use as much memory as it used to and avoid being Guys, Is this also a memory issue? I am posting threads below. Before iOS 12, if the OS used an under-reported number to decide whether to kill an app, it would effectively mean that your app could use more memory before being killed. ![]() It's also unclear whether this change affects how the OS decides to kill apps. I see a manual page about reducing the built player size, but not one specifically about reducing memory overhead of the engine. One question that comes to mind: what is the minimum memory overhead that can be achieved with a completely empty Unity project? My test on iOS 12 showed 75MB - are there certain project settings or other considerations I should take into account that could drive that number lower? I'm working on a fairly memory-intensive game, so one of my goals is to reduce the "baseline" overhead of the Unity engine itself as much as possible. ![]()
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