Ipod Touch 2nd Generation Unity

Hey People

Some of my testers have problems running Unity apps on this.
It seems it just gets closed down by IOS.

I have already made a small loading scene in order to have a quick start.

Do anyone have good experience in this regard.

Oliver

If you only got problems with that device it sounds like you are using too much memory. Best to check the logs for the crash reason.

They’re obsolete. If what you want to run on them crashes, forget about them. You’ll have to sacrifice too much.

Well our customer group has them, so I need to make it work.

When running them check out the logs using XCode’s Organizer tool, or the GDB button when running directly from XCode.
A quick exit is most commonly a memory issue from my experience, but not always.

It’s important to note, if you start profilling using Instruments that that device can only really handle 24 megs of video assets loaded, and ~40 megs overall. The 40 megs total in particular can run you into trouble fast, seeing as how a blank Unity project is already 25% of that.

@oliverdb, you are going to just need to purchase an iPod Touch 2G if you actually plan on supporting it. This is the first problem you have and I can pretty much guarantee that if you developed an entire game without ever testing it on your minimum supported hardware that you will have a lot more issues. One of the most important things in mobile development is to constantly and consistently test on you minimum platform.

Prime… I realised that… its on its way…Currently I am sure I have a memory issue, since my textures are uncompressed

Potentially even afterwards you have problems with it.

So 3 simple things to do:

  1. Ensure that VRAM usage never exceeds 22mb, thats your max pre 3GS
  2. Ensure that no texture is marked for getpixels / setpixels cause those textures exist in ram and vram so they eat from the 22mb vram + eat from your <= 25mb (if you aren’t on iOS Pro and have stripping) of RAM you have at hand
  3. If you use audio, don’t allow it to decompress and don’t use wavs for anything larger than short effects (a 3-4min 128kbit stereo mp3 with decompress on load will on its own need more RAM than you have in total)