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Ground plane runaway memory usage in iOS

June 7, 2019 - 3:35am #1

HI,

I'm having problems with run-away memory usage whilst using ground plane in iOS.  For a long time I thought it was my project, but I've now tried it on a blank project and the memory just keeps increasing.

This will continue until the device becomes unresponsive.  Tested in Unity 2018.3.14, 2018.4.0, 2019.1.5 and vuforia 8.1.7 and 8.1.11.  Occurs on iPhone 6, iPad Air 2 and iPad Pro.   iOS 11 and iOS 12.  Xcode 10.1.

If you stop and restart the positional device tracker it drops right back down then starts climbing again.

This is quite a rapid rise and can cause a device crash in about 30 seconds to a minute on lower memory devices.  I'm pulling my hair out over this one as it is preventing us launching a client app.

This example project above consists of ARCamera, Plane Finder, Ground Plane Stage and a single primitive Cube.

Any ideas????

Many thanks,

Graham

 

Ground plane runaway memory usage in iOS

June 18, 2019 - 9:33am #8

In my initial testing it seems to be massively improved.  There is still a gradual increase in memory (although I haven't proven this isn't an unrelated memory leak), but no where near the steep climb we were seeing before.

Many thanks,

Graham

Ground plane runaway memory usage in iOS

June 11, 2019 - 11:12am #7

Thanks @mustarddesign. Looking forward to your feedback.

-Vuforia Engine Support

Ground plane runaway memory usage in iOS

June 11, 2019 - 10:16am #6

Thank you, I will try this out over the next couple of days and report back any further issues.

Ground plane runaway memory usage in iOS

June 11, 2019 - 9:43am #5

Hello,

We believe we have fixed this issue in our upcoming commercial release (soon).

Our recommendations for working around this issue are:

  1. Reset the DeviceTracker after ~5 seconds if it is still reporting poses with "initializing" status
  2. Avoid performing hit tests whilst the Tracker is reporting poses with "initializing" status info

Thanks,

Vuforia Engine Support

Ground plane runaway memory usage in iOS

June 11, 2019 - 1:16am #4

Thank you, this is getting quite urgent for us as we have a fixed deadline for a launch in a few weeks time, so any help would be great.

It's slightly odd as the fast rise doesn't start immediately.  The actual placement of the object happens at the first step rise in memory, then it's probably about 3 or so seconds of relative stability before the fast climb of memory usage.

Oddly enough it doesn't report this memory usage in Unity if you connect the profiler, only in Xcode.  it's definately occurring though as soon as it is near the memory limit the device will hang.

Ground plane runaway memory usage in iOS

June 10, 2019 - 2:51pm #3

Hello,

Thanks for the report. We'll attempt to replicate.

-Vuforia Engine Support

Ground plane runaway memory usage in iOS

June 10, 2019 - 2:16am #2

Now I know why my app is crashing on iOS after a while . . .

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