WebGL game crashing on iOS device

Another thing to consider that I’ve just discovered while trying to work around this issue, is that mobile builds use a different texture compression method so if the build is made with DXT compression they will be loaded uncompressed.

In the case of a full sized iPad, by default the browser is told to use the desktop site also. It does this by changing the user agent to impersonate a Mac. So no matter what it will load the app that’s built with DXT (I think it’s more unstable in this state), unless I turn off the Desktop Website setting in Safari. Then the user agent reflects iPadOS.

iPad Mini and iPhone use the correct user agent by default as far as I know

Unity 6.22 here, got same problem on iOS where the page crashes, reloads and goes “A problem repeatedly occurred…”. Android is stable. And they say that the WebGL is now officially supported

We are experiencing the same issue with Unity 6.25. The game runs completely stable on Android and desktop, but on iOS, even with 4 GB of RAM, we still hit memory limits and the game crashes.

Same issue with Unity 6.30, can someone please provide a solution?

same issue with Unity 6.0.24f1 , looking for solution if someone have?

Hi!
There is a bug in iOS Safari that limits the amount of memory that can be allocated quite drastically. This bug was fixed in iOS 18.2 so it is not possible to allocate up to 4 GB of ram(depeding on the available memory of the device of course).

See this thread for more information:

Unfortunately, there is no fix for older versions of iOS other than manually limiting the use of memory.

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Sad to report that this doesn’t seem to be the case for me. Since I had worked around the issue by being frugal with my asset bundle texture budget I’ve added a new feature which loads content like image and PDF which is very hungry.

iOS does not survive where other platforms do. It is crashing again even on iOS 18.3

@MarcelPursche Is this relevant to any particular version of Unity? I’ve settled at 6000.0.23f1 for the time being. Has there been a corresponding Unity fix?

Or when you say you can use 4096MB is that the starting memory, meaning the head never had to resize?

Just tried on a more modern device.

New iPad Mini (2024) is much more resilient having 8GB of RAM. Previous test devices include iPhone 12, iPhone SE (2024) and iPad Mini (2020ish) which all crumble pretty easily

There was no fix required in Unity. Every Unity 6 release supports up to 4 GB of memory on the Web(or the limit you set in your player settings).
The bug was only in Mobile Safari So if you just run an existing Unity build that previously crashed in Safari it will run fine in Safari >= 18.2.

Link to my post on the other thread