Hello,
I am experiencing another problem. When I run the game through xCode (latest version) on iPad 2 with iOS7, the game crashes. CPU is around 50% / 60%, memory is around 150 / 170 mb. I am receiving this memory warning from xCode:
game exited unexpectedly.
Terminated due to Memory Pressure.
What does this mean?
My previous setting was: iPad 2, iOS 6.x.x. Unity 4.2.0. The game did run fine! No crashes, and no warnings! So I don’t know if this is Unity related, my game or iOS 7 with the new version of xCode.
btw: here is a part of the xCode console:
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 427.
Total: 2.134500 ms (FindLiveObjects: 0.083375 ms CreateObjectMapping: 0.126208 ms MarkObjects: 1.638125 ms DeleteObjects: 0.047000 ms)
UnloadTime: 1.595833 ms
Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 427.
Total: 2.362041 ms (FindLiveObjects: 0.085875 ms CreateObjectMapping: 0.096125 ms MarkObjects: 1.389458 ms DeleteObjects: 0.041375 ms)
UnloadTime: 1.643458 ms
Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 427.
Total: 1.708000 ms (FindLiveObjects: 0.097083 ms CreateObjectMapping: 0.096000 ms MarkObjects: 1.311625 ms DeleteObjects: 0.043375 ms)
2013-09-23 09:56:57.355 ddla074[1413:60b] Received memory warning.
WARNING → applicationDidReceiveMemoryWarning()
iOS is running low on memory, and has asked all applications to free up memory that they are not using. Once your app has received this message, if no memory is freed up (by your game or any other app) iOS will randomly kill apps. So, think of the message as saying “you are going to get killed”. Possibly iOS7 is using fractionally more memory than iOS6 did.
Our game consume 188MB of RAM in the heaviest frames and on iOS 6 everything were great on iPhone 4S, but now we constantly receive memory warnings and game closes after some random time.
damn, seems like this can cause quite a bit of hassle to get the game back on the perfect state as it was on iOS 6.
I managed to reduce the crashes by compressing some textures. So memory usage has gone from 170 to ± 70mb.
Although, some textures now looks a bit blurry…:-s But I am not sure if the crashes are over.
We have the same problem. On iOS 6 everything worked great without any memory warning. On iOS 7 the ipad mini and ipad 2 throw MANY memory warnings.
I made a backup of my ipad mini, reseted all settings and tested it again: Everything works without warnings.
So I restored my backup and tested again: It still works…
It seems like this problem only appears on some devices. On other ipad 2s and ipad minis no problems were found (all with iOS7). The ipad 4 seems to have no problem, so it is memory related.
So what’s the fix? I’m not an XCoder and I use UNITY to “shelter” me from having to figure that stuff out…
Specifically my app freezes on the UNITY splash screen now. This worked perfectly in the previous OS.
There is no fix right no. It seems to be an OS related problem.
I found some posts in the Apple Developer Forum about that problem, so native Apps are affected, too. Some other Engines (e.G. the Sparrow Engine) have Problems, too.
As I said befor, backup your iOS device, reset only the settings, restore the backup and it (maybe) will work again. I was told that some people had to do this when upgrading from iOS 4 to 5 to prevent some apps from crashing.
guess we all have to wait until an iOS 7.1 release is coming. But it is going to be painful when Apple start rejecting apps because they crash on their own iOS 7 and there is not much we can do to improve the apps. Although, reducing memory in my project seems to reduce the crashes a bit.
I just updated to iOS 7.0.2 and it seems to make things better. There are memory warnings at the start of the game, but after a while of loading stuff in the background the memory warnings stop.
Do you observe similar behavior?
We were unable to reproduce memory issues reported on this thread. We tried various iOS devices having 512MB of RAM and running iOS7, though on all of them our sample app survived up to 300 MB heap allocations. Actually iOS 7 was showing slightly better result than iOS 6.x.
If somebody submits repro case as bug report we would be happy to look at it.
Thanks
Mine is also very big. Beside: a small workaround that may help here.
To reduce crashes: use Unity 4.2.0 and xCode 4.x.x. Build (not build run) open the project in xCode 4 and run the game.
I recently had a stress test two days long for my game. I did not have any crashes using this workaround on an iPad2 with iOS 7.
I have same issue. On some iPad mini devices game runes fine on iOS 7 and on some iPad mini devices it crushes. Can understand the logic in this crushes because on all our test iPad mini devices game works fine. And our clients report crushes on iPad mini devices.
We’re having the issue too (client noticed it on iPad 2, we can repro on iPad mini). What I was wondering is if it’s tied to the new Memory Compression in iOS7. Did you test your device with lots of apps running, eating up memory?
The other possible idea that came to mind and is worth testing is installing the app before upgrading to iOS 7, upgrade and then test. From reading the thread there could be something that is set when the app is installed that is not properly reset when the OS upgrade happens?
We’ll be investigating this further to see what other clues are worth looking into.
I was facing the same problem for my game when I was running in iOS 7 , iPad mini and Unity 4.1.5. The only solution I have got till now is try to restart your device, this will free all the memory leaks of your device and let your game running normally without any memory pressure.