Memory releasing issues

Hi

I’m trying to implement the new iPod music player into our game using the Enhancement Pack but am having issues with the game crashing due to running out of memory when i launch the player.

The music player requires about 20MB free to run and due to our menu scene running at 27MB I use a blank launching scene to open the music player (i actually use a blank scene before this launching scene to try and clear the memory). However, i’m finding that using a blank scene only drops the memory down to around 22MB which is not safe enough to be launching the music player (it crashes about 50% of the time due to memory shortages).

So, my first question is there any techniques for releasing more memory, other than having a blank scene. I’m using the Application.GarbageCollectUnusedAssets(); function when loading new scenes and have read around on the forums but can’t find any other releveant info. Why would a blank scene require 22MB of memory - I know that Unity has large overheads and I expect around 10-15MB from reading other people’s experiences.

Next problem is, when I do get the music player to work and then return to the game and play it with a music track running the playback is severely affected with very jerky movement. The odd thing is if i start a music track before I launch the game then it plays fine. Any ideas as to why this may be?

Also, on a slight sidenote, i’m looking at getting an iPhone 3GS for testing on. Does this have more memory available to apps - i read soemwhere it has double the memory but then in other places no mention of any difference to my current iPod 2G. The reason I ask is we’re considering making the iPod music player only available to iPhone 3GS users.

Thanks for any help

Paul

Yes, the 3GS has twice the available RAM (256 MB).

and thus normally about 4+ times the memory available of the old devices …

thanks for the clarification on the 3GS… i’ll continue to work on the other issues - any advice on them would still be appreciated