Vuforia SDK Version: 6.0.117 -
Description with steps to reproduce: Using latest Vuforia 6.0.117 and Unity 5.4.1p3
Simple scene with one ImageTarget build on iOS with Xcode 8 leads to amazingly high use of memory on devices.
After installation of the app memory peaks suddenly to over 250mB, drops to around 130mB and once target is scanned and simple sphere is shown memory is constantly going up which after a while causes app crash due to memory use.
On older devices (iPAd Mini 1) app is crashing without even loading the scene. -
Development OS (Mac OS X, Windows, Linux): Mac OS -
Mobile OS and Version: All -
Mobile Device Manufacturer and Model name: iOS devices -
Do the Vuforia Sample Applications show the same behavior?: Yes
We have discovered some memory issues as well. As far as we are aware however it seems to be related to how many videos and trackables that you have in a project. We have mainly tested in iOS 9. It seems like it want to load them in, but after a while the memory usage goes up to 130% and then the videos we are using shows up with the X error symbol. Also it feels kinda random which videos that crashes. It can be 2 ones, I recreate those in Unity, then 2 others stop to work. Why is this? This is using Vuforia 6 and Unity 5.3
We also believe that its similar on Android, but as those devices seems to handle it differently it rather freezes and the whole app crashes after played ~20 videos. It feels like its hard to say who is the real thief in the memory drama.