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iOS Memory Leak

Hi there,

I've had several issues with building for iOS, and it loooks like a memory leak i'm having a very hard time tracking down (first i thought it was our model target that was too complex), so i decided to start a new project and run the core samples, which crashed due to memory leaking when loading the model targets scene. However, if opening another scene first, like the image targets, and then going back and opening model targets scene, it almost always loads without issues. 

In this case the memory usage goes to 460mb, compared to > 1.4 gb when the leak is apparent. This behavior is replicable, both with the standard model targets and with our own.  

Project Info; Unity 2021.1.27f1

Vuforia SDK 10.2.5 Project; Vuforia Core Samples

Platform: iOS 15.0.1

Hardware: iPhone 6S

 

new findings;
With just an empty scene with a Vuforia Enabled camera i stil get run out of memory crashes.

Hello,

Thanks for the detailed feedback. I will escalate with the team internally for review.

Thanks,

Vuforia Engine Support

Hi Vuforia Team,

Is there already a solution for this problem? I'm running into the same memory problem, so my ios device crashes.

This problem occurse when im using the Observfactory api for ModelTargets.

No, I'm currently using the Iphone 11 and 11 Pro.

Initializing Vuforia and creating a modeltarget brings the memory usage above 2 Gb, so the App crashes.

Here the code i'm using:

 

Hey pbfhnw,

 

Is there a possibility you can share your OS version and share logs when running that script? I currently have no iOS device available and need to wait for our R&D to investigate further.

 

Kind regards,

Patrick Scheper

We are using

Unity version 2020.3.18f1

Vuforia version 10.2.5 already tried version 10.3.0

IOS verison 15.1 and 14.8.1

And Here is the log of the Script:

UnloadTime: 0.883792 ms
LoadAugment
LoadAugmentation:Start()

Sorry for the delay in response. I've reproduced the issue and our R&D is currently investigating the issue deeper. 

Until then there's sadly no workaround, other than the one mentioned below, but to wait for a fix to be released. I am sorry about that.

 

Hey all,

 

A fix for the issue is on it's way, probably in the next couple of weeks.

 

Kind regards,

Patrick Scheper

Technical Community Manager