S
superduperbros
Guest
I have a game that compiles and performs just fine on Android with IAP, three extensions running and on several devices.
The same game when compiled on iOS will immediately have severe memory issues as soon as the build is launched, before it can even arrive at my splash screens.
I am using Xcode 7.3.1. I have "Suppress build and run" checked in iOS>Preferences because various errors will pop up on GM's end and I will have to compile and install through Xcode regardless.
As soon as the installed game is launched on any iOS device, the app is hit with massive memory issues before it can even reach my first room, i.e. still at the "Made by GameMaker" splash screen. On that screen Xcode reports 97% CPU usage there alone (?). On newer devices the debugger throws up constant memory warnings and the rest of the game will lag so badly they are unplayable. Older devices like the iPad2 will just crash ("Lost connection" error in Xcode).
The game otherwise runs perfectly fine on Android devices. I have tried stripping out all IAP and related code, extensions, reduced textures to 256x256, removed all audio from OGG compression, nothing seems to work as far as iOS goes. This is also not a large game by no means either.
I recall this happening with another game I was building that was far, far larger than this one and I solved this issue by using only the iOS YoYo Compiler. But even compiling through iOS YYC doesn't show any improvement in this case, for some reason, aside from the fact that it was working just fine on Android. Is there anything anyone can suggest for this issue?
The same game when compiled on iOS will immediately have severe memory issues as soon as the build is launched, before it can even arrive at my splash screens.
I am using Xcode 7.3.1. I have "Suppress build and run" checked in iOS>Preferences because various errors will pop up on GM's end and I will have to compile and install through Xcode regardless.
As soon as the installed game is launched on any iOS device, the app is hit with massive memory issues before it can even reach my first room, i.e. still at the "Made by GameMaker" splash screen. On that screen Xcode reports 97% CPU usage there alone (?). On newer devices the debugger throws up constant memory warnings and the rest of the game will lag so badly they are unplayable. Older devices like the iPad2 will just crash ("Lost connection" error in Xcode).
The game otherwise runs perfectly fine on Android devices. I have tried stripping out all IAP and related code, extensions, reduced textures to 256x256, removed all audio from OGG compression, nothing seems to work as far as iOS goes. This is also not a large game by no means either.
I recall this happening with another game I was building that was far, far larger than this one and I solved this issue by using only the iOS YoYo Compiler. But even compiling through iOS YYC doesn't show any improvement in this case, for some reason, aside from the fact that it was working just fine on Android. Is there anything anyone can suggest for this issue?