I am developing for the Quest 2, and having a weird issue with RAM.
When the app gets closed, the available RAM after closing the app (approx 1GB) is way less than what was available before launching the app (approx 3GB). When the app gets opened a second time, it quickly crashes because there is no RAM available anymore.
Is it possible for the RAM to not be freed because of some process ?
Can it come from Unity or the Quest 2 ?
When the application is closed, the OS should free any of the application’s memory. Verify that the app is for certain no longer running. I don’t have any knowledge if the Quest 2 has any issues in this area or is doing anything funny.
Hi, sorry for the late reply.
With an empty project (I used the URP sample, deleted everyting under asset and created a new empty scene) that I built for Android, it does seem like some MB are not freed when closing the app. However, with an app this small, it’s something like 5MB per launch (though it does seem to add up every time) compared to the 50-ish MB used to run the empty app.
Edit : should I submit a ticket with the empty project ?
What is using the extra memory in your game compared to the sample project? Use a divide-and-conqueror approach to find out. Once you find the culprit, please submit a bug report with the test app.