clee2005
Member
I've been dealing with this issue for the last few days and it's becoming clear that loading sprites with sprite_add on iOS is not the same as it is on Android. I removed all the BIG game images (backgrounds) for the different levels from the resource tree and put them into the Included Files to be loaded on demand. This seemed to reduce the initial memory footprint of the game as expected. On Android we don't have any complaints.
I did this for our iOS games and the emails poured in of sudden crashes in the middle of the game. I spent a bunch of time reducing the texture swaps thinking that because of the sprite_add usage and extra texture page that it creates, perhaps this was the issue. I was able to bring down the swaps from 20 to 10! (should have done that long ago) . Retesting with some users, and the problem is the same. I took all the images and put them back into the Resource Tree and gave up on the sprite_add, and it runs fine for the same users (I was not able to reproduce the problem on our 4 test devices - so had to get others to test).
Anyone have any thoughts on this? I'm only loading 3 images via sprite_add and properly deleting them when done, so it's not a memory leak. It just seems to be performance. Some users report that they can't even open the game initially. It just crashes immediately, like the footprint increased! This is odd since the sprite_add doesn't even occur on the first room where this type of crash is being reported.
I'm confused and am wondering if this is a GMS2 bug in the iOS export.
I did this for our iOS games and the emails poured in of sudden crashes in the middle of the game. I spent a bunch of time reducing the texture swaps thinking that because of the sprite_add usage and extra texture page that it creates, perhaps this was the issue. I was able to bring down the swaps from 20 to 10! (should have done that long ago) . Retesting with some users, and the problem is the same. I took all the images and put them back into the Resource Tree and gave up on the sprite_add, and it runs fine for the same users (I was not able to reproduce the problem on our 4 test devices - so had to get others to test).
Anyone have any thoughts on this? I'm only loading 3 images via sprite_add and properly deleting them when done, so it's not a memory leak. It just seems to be performance. Some users report that they can't even open the game initially. It just crashes immediately, like the footprint increased! This is odd since the sprite_add doesn't even occur on the first room where this type of crash is being reported.
I'm confused and am wondering if this is a GMS2 bug in the iOS export.