Memory warning in iPad1

Hey guys,

Recently encountered a memory problem in the development of iOS. Briefly explain my game flow, then i switch the scene. like Level 1 goto Level 2, and Level2 goto Level3.

I see the discussion above on the network, switching scene in Unity, you need to add an empty scene, and this will complete the first scene memory to let go, so I put empty scene to be my loadScene.

Then I started the game, everything is very normal, and also has freed memory, but when I perform play scene complete switch, then the second, third. Above all very normal execution, then when I perform again. I got memory warning message in Xcode profile, then my application was crash.

I can confirm from the display Log my scene using the resources freed. Would like to ask where the memory residual mo? :shock: :shock: Program may cause memory residue? :shock: :shock:

My developer environment in Unity3.5.7 , iOS5.0.

Do you use DontDestroyOnLoad?
Do you have any static classes that might reserve memory?
Did you check out what the profiler says about memory usage?

Especially this. iPad 1 is a nightmare in terms of memory. It has too little but uses too much. Basically it’s just a 3GS with a screen 4x bigger than normal (which itself is a problem for the hardware specs).

It might be worth to actually rethink your support for the iPad 1. It really is a bottleneck and it will pull your whole development down in terms of quality as you cannot create the same game as you could for e.g. the iPad 2(!). Also, Apple themselves does not further support it. So you might want to ask yourself that question if you really want to spend that much time on a device which was outdated when it was initially released.