I have a set of six apps I started a while back, but haven’t worked on recently. Now that I can work on them again, I’ve updated two to Unity 3.4, and now both have memory problems on iPad (an iPad 1). I managed to get one working, but the other keeps crashing. Both were working fine prior to updating (the previously installed versions ran), and I did nothing but update to Unity 3.4.
According to Stats in Unity:
draw calls: 101
batched: 6
tris: 7.6k
verts: 8.1k
Funny thing, when the crash occurs, most of the scene is hidden. At the time of the crash, the following is shown in Stats (in Unity):
draw calls: 9
batched: 24
tris: 254
verts: 508
Seems like it should be using LESS memory at that time. But when I run it in Activity Monitor, I can see the memory usage just keep going up and up. Then I get a memory warning, followed by a EXC_BAD_ACCESS.
In fact, memory usage goes up when nothing is changing in the app. The point of this app is rearranging things in the scene, and I see the memory usage going up when just dragging things around. Nothing is changing other than an object’s position in the scene, yet memory keeps creeping up. Every three drags, it goes up by 0.1k.
The first app that I updated, I only got to run by eliminating a feature. I’m hoping that feature will work on iPad 2, but I don’t have one to test on. This current app has nothing that can be eliminated, and I’ve already reduced the complexity of the models in the scene as much as possible.
Any suggestions? Now I’m afraid to update the remaining four apps in this set.