Debug Builds on Android Busting Memory Limits, Crashing

Hi
First some questions:

  • Are you using any Native Plugins?

  • Are you using reflection code during runtime?

  • Are you using any Unity or Asset Store packages that deal with post effects, textures, video, camera, etc?

  • Have you checked the Memory Profiler Package’s Memory Map (also in a diff from start to end or between level loads)?
    Pay attention to the blue sections there (Managed Memory). You could be hitting fragmentation issues. This post of mine should help getting some clarity on that view while I’m fleshing out the documentation write-up. Also generally that Profiler Previews subforum might contain some more helpful information for you.

  • QUOTE=“OmegaNemesis28, post: 6129632, member: 160569”]GC Allocations per Frame: 491327 / 33.5 MB[/QUOTE]
    Is this happening because of a LevelLoad or could this be the cause of your crash? because 33.5MB allocs in any normal frame sounds pretty mad to me.

  • If you are observing the Profiler Window’s Memory Profiler Module while playing: does the memory usage steadily grow or are there particular moments in which it bumps up? What are those and have you taken Memory Snapshots with the Memory Profiler Package to diff and compare before and after?

  • Is this a 32 bit or 64 bit build