Poll about Unity applications memory warnings/crashes on iOS7

This thread will serve to collect people’s applications memory issues and crashes with iOS7 so Unity can put some attention to it and perhaps work together to fix this problematic issue that is plaging lot of people. :roll_eyes:
Whether you are having memory warnings or crashes with iOS7 but never seen on iOS6 (with the same exact application) you should post your application memory stats here (and of course vote).

Here is a simple way to debug your application memory use on your device:

  • Using the Apple’s Instruments application, chose iOS - Memory. If you don’t know where Instruments is here is: Finder, Applications, Xcode (right click on it and select “Show Package Contents”, Contents, Applications, Instruments (put it on your dock, you’ll need it very often).
  • Once you got Instruments open, click on the “All Processes” dropdown list and select “Chose Target” → “Your application Name”.
  • Click the “Record” button (the small rounded red dot on the top left), your application will open and you’ll see the memory stats in real-time.

Feel free to posts any information about your memory issues on iOS6 vs iOS7 here. :wink:

Already mention by a bunch of folks over the internet, iOS7 now kills apps that uses only one thread and hell of memory.
In iOS 7, apple introduced more restriction on memory allocation for single instance. If the single thread uses more memory it should crash. This is not only related to native application but also related to hybrid app.
You can find more information here:

Short version, if your application isn’t multithreaded then you have less amount of RAM on iOS7 (thus that’s why it gets killed earlier).
Although, I’m not quite sure about how multithreading works in Unity iOS, but could be related to the new restrictions in iOS7.

Here are my stats:
We use in average (per scene) about 225-250MBs. When loading a new scene, memory goes beyond 300MBs and Application gets killed by OS. Btw, scenes aren’t loaded additively, nothing is kept on memory (except a tiny small database less than few 50KBs that holds few objects states).

i’m having the same issue, but only on iPad 4 and not iPhone 5. Textures are higher resolutions, so that’s probably why that happens.

Memory springs up past 300 mb’s (with lots free) and the app gets terminated.

I’m having the same issue on iPhone 4S. I’m clearing off the phone and resetting the device. If there is a change I’ll post based on that. On an iPhone 5 : no issue at all. Game runs great. 30% memory usage, always above 30fps and cpu usage below 30%. iPhone 4s on the other hand has nearly 100% cpu usage, 50-60% memory usage and runs between 20-30fps. Game is using 250-300mb of memory. I’ve already compressed everything except the UI, but that may be necessary at this point. Lightmapping might need to be avoided on the 4S as well. I’m digging into this and if I come across some good solutions I’ll post.

Have you reported that?
I got some emails from Unity staff asking me for projects, they want to give it a look, so if you can (at least) upload your project (or any scene of it) that get crashed due to memory in iOS7, I’ll be happy to give them the case # directly. :slight_smile:
Cheers,

My app run from 110mb (menu) to 155~190mb to game scenes, i load a new scenes every 15 minutes.
the game run on IOS 7 sometime it dont have memory warning:
-if i just restarted the ipad mini
-if i dont use social and gamecenter or iap native feature.

some scenes at 190mb are stable, some other at 160mb have a memory warning every second.
I dont know if my stats help.

Do you have memory crashes?

1 Like

“app closed due to memory pressure” from xcode when its happen

That’s a crash yeah.
Next step, is to make a bug report with your xcode project. Please provide it here. :slight_smile:

hm how to bug report?:smile: i will post that tomorrow morning. ( china~time to sleep)

If you have dropbox, FTP or somewhere to upload your Xcode project, that should be enough. Then go to Unity top Menu - Help - Report a bug. And give all details about your xcode project (where you uploaded it, if there’s any login to get the files, how to trigger the crash once the game is build and running, etc). Don’t forget to give a very good descriptive name, otherwise your bug could picked up a non-priority bug. Name it something like: “Game crashes on iOS7 due to memory pressure”. Also you must provide a valid email address (they will send you a case number there, and will future communicate with you if they need more information on your case).
Once you send the bug report, please post the case number here and I’ll pass it out to Unity developers on the beta list. :slight_smile:

Well I can confirm that you will receive memory warnings only once your memory usage exceeds 225mb. Once you go over 250mb, it’s only a matter of time until the app crashes. That’s the max you can go apparently. You will receive a ton of warnings once you breach 225 though. This is only for the iPhone 4s running the latest version of iOS 7.

I think it’s going to take some more optimizing to meet this criteria (more audio compression and utilization of Resources.

I’ve seen some people reporting low memory footprint applications such as Maps crashing on the iOS7. But the fact that past 250MBs of use will lead to crash is on purpose. Apple doesn’t want singled-threaded application to eat much ram (yeah I know it sucks and will remain like this from now then). What people must do (including Unity itself) is to make their applications multi-threaded, so they can use all available free ram on iOS7. But it’s something it won’t come any time sooner. Unity will remain single-threaded (at least on mobile) for a very long time cause that’s how the engine is currently designed (correct me if I’m wrong).
If someone knows how to bypass that memory limitation (forced by iOS7 for single-threaded applications), it’ll be good to know. :roll_eyes:

Hi guys,

Just thought you would like to know that AIR is facing a similar problem:

http://bugbase.adobe.com/index.cfm?event=bug&id=3649713

If it’s the same issue, inspecting the Console Log you should see a string of memory warnings in rapid fire succession accompanied by weird problems from wirelessproxd:

Jan 3 13:01:55 ED-iPadMini Oz[9620] : Received memory warning.
Jan 3 13:01:55 ED-iPadMini Oz[9620] : Application received a memory warning from the system.
Jan 3 13:01:55 ED-iPadMini lockdownd[51] : xpc __securityd_create_connection_block_invoke got event: Connection interrupted
Jan 3 13:01:55 ED-iPadMini com.apple.launchd[1] (com.apple.securityd[10590]) : (com.apple.securityd) Idle-exit job was jettisoned. Will bypass throttle interval for next on-demand launch.
Jan 3 13:01:55 ED-iPadMini com.apple.launchd[1] (com.apple.securityd[10590]) : (com.apple.securityd) assertion failed: 11B511: launchd + 35765 [C04CBC4A-F11B-3F42-8619-D512726C6533]: 0x9
Jan 3 13:01:55 ED-iPadMini wirelessproxd[10588] : Started wirelessproxd
Jan 3 13:01:55 ED-iPadMini locationd[5828] : WiProx Power state bluetooth on
Jan 3 13:01:55 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:55 ED-iPadMini locationd[5828] : WirelessProximity connection was interrupted.
Jan 3 13:01:55 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:55 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:55 ED-iPadMini com.apple.launchd[1] (com.apple.wirelessproxd[10588]) : (com.apple.wirelessproxd) Idle-exit job was jettisoned. Will bypass throttle interval for next on-demand launch.
Jan 3 13:01:55 ED-iPadMini com.apple.launchd[1] (com.apple.wirelessproxd[10588]) : (com.apple.wirelessproxd) assertion failed: 11B511: launchd + 35765 [C04CBC4A-F11B-3F42-8619-D512726C6533]: 0x9
Jan 3 13:01:55 ED-iPadMini mc_mobile_tunnel[10591] : (Note ) MC: mc_mobile_tunnel starting.
Jan 3 13:01:55 ED-iPadMini lockdownd[51] : xpc __securityd_create_connection_block_invoke got event: Connection interrupted
Jan 3 13:01:55 ED-iPadMini com.apple.launchd[1] (com.apple.securityd[10593]) : (com.apple.securityd) Idle-exit job was jettisoned. Will bypass throttle interval for next on-demand launch.
Jan 3 13:01:55 ED-iPadMini com.apple.launchd[1] (com.apple.securityd[10593]) : (com.apple.securityd) assertion failed: 11B511: launchd + 35765 [C04CBC4A-F11B-3F42-8619-D512726C6533]: 0x9
Jan 3 13:01:55 ED-iPadMini Oz[9620] : Received memory warning.
Jan 3 13:01:55 ED-iPadMini Oz[9620] : Application received a memory warning from the system.
Jan 3 13:01:55 ED-iPadMini lockdownd[51] : xpc __securityd_create_connection_block_invoke got event: Connection interrupted
Jan 3 13:01:55 ED-iPadMini com.apple.launchd[1] (com.apple.securityd[10595]) : (com.apple.securityd) Idle-exit job was jettisoned. Will bypass throttle interval for next on-demand launch.
Jan 3 13:01:55 ED-iPadMini com.apple.launchd[1] (com.apple.securityd[10595]) : (com.apple.securityd) assertion failed: 11B511: launchd + 35765 [C04CBC4A-F11B-3F42-8619-D512726C6533]: 0x9
Jan 3 13:01:55 ED-iPadMini Oz[9620] : Received memory warning.
Jan 3 13:01:55 ED-iPadMini Oz[9620] : Application received a memory warning from the system.
Jan 3 13:01:56 ED-iPadMini wirelessproxd[10592] : wirelessproxd logging began
Jan 3 13:01:56 ED-iPadMini wirelessproxd[10592] : Started wirelessproxd
Jan 3 13:01:56 ED-iPadMini locationd[5828] : WiProx Power state bluetooth on
Jan 3 13:01:56 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:56 ED-iPadMini com.apple.launchd[1] (com.apple.wirelessproxd[10592]) : (com.apple.wirelessproxd) Idle-exit job was jettisoned. Will bypass throttle interval for next on-demand launch.
Jan 3 13:01:56 ED-iPadMini com.apple.launchd[1] (com.apple.wirelessproxd[10592]) : (com.apple.wirelessproxd) assertion failed: 11B511: launchd + 35765 [C04CBC4A-F11B-3F42-8619-D512726C6533]: 0x9
Jan 3 13:01:56 ED-iPadMini locationd[5828] : WirelessProximity connection was interrupted.
Jan 3 13:01:56 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:56 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:57 ED-iPadMini wirelessproxd[10596] : wirelessproxd logging began
Jan 3 13:01:57 ED-iPadMini wirelessproxd[10596] : Started wirelessproxd
Jan 3 13:01:57 ED-iPadMini locationd[5828] : WiProx Power state bluetooth on
Jan 3 13:01:57 ED-iPadMini com.apple.launchd[1] (com.apple.wirelessproxd[10596]) : (com.apple.wirelessproxd) Idle-exit job was jettisoned. Will bypass throttle interval for next on-demand launch.
Jan 3 13:01:57 ED-iPadMini com.apple.launchd[1] (com.apple.wirelessproxd[10596]) : (com.apple.wirelessproxd) assertion failed: 11B511: launchd + 35765 [C04CBC4A-F11B-3F42-8619-D512726C6533]: 0x9
Jan 3 13:01:57 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:57 ED-iPadMini locationd[5828] : WirelessProximity connection was interrupted.
Jan 3 13:01:57 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:57 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:58 ED-iPadMini wirelessproxd[10597] : wirelessproxd logging began
Jan 3 13:01:58 ED-iPadMini wirelessproxd[10597] : Started wirelessproxd
Jan 3 13:01:58 ED-iPadMini locationd[5828] : WiProx Power state bluetooth on
Jan 3 13:01:58 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:58 ED-iPadMini locationd[5828] : WirelessProximity connection was interrupted.
Jan 3 13:01:58 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:58 ED-iPadMini locationd[5828] : XPC Client error: Connection interrupted
Jan 3 13:01:58 ED-iPadMini Oz[9620] : Received memory warning.

When the problem is really bad, we’re seeing 3+ memory warnings per second.

Corona has appeared to surface this issue as well:

http://forums.coronalabs.com/topic/40338-ios7-memory-warning/

Something is telling me that Apple have fckd up things out on iOS (once again). :roll_eyes:

Hi,

We have same problem here. I have put some info about that in the related post.

http://forum.unity3d.com/threads/201959-game-crashes-on-iPad-2-with-iOS7-with-Unity-4-2-x-did-run-fine-on-previous-versions/page2

Actually I am having the same problem. my app was running fine on iPhone 4S with iOS 6 but on iOS 7 it keeps crashing. So actually it does run for up to 200 mb which I am loading in the first instance but then when I load the rest of my scene with application.load additiv it crashes so it’s at about 210 mb when it crashes.

I would love to file bug reports but I can’t as my project is over 10 gb

Is it crashing or getting killed by the OS? Do you get didReceiveMemoryWarning messages? Your app might be crashing, but I suspect it’s getting killed.

It’s getting killed yeah.