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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

4

Found in

5.3.4p6

Issue ID

798641

Regression

Yes

[iOS] Double memory allocated for ODR bundles on devices running iOS 9.3x

iOS

-

To Reproduce:

1. Open the attached project switch the platform to iOS and build the asset bundles ("Assets/AssetBundles").
2. Deploy the attached project to a deivice running iOS 9.3.1+

Observe that devices running 9.3 consume significantly more memory when the bundle is loaded, test on iPad mini 4:

9.3.1 - 399.1mb
9.2.1 - 121.6mb

(same bundle - "cube-bundle")

Reproduced on:

iPad mini 4 - 9.3.1
iPad Pro - 9.3.1

Not Reproducible on:

iPad mini 4 9.2.1
iPhone 6s - 9.2.1
iPhone 6 - 9.0

Tested on:

Version 5.3.4p6 (9eb825cf2ca3)
Mon, 02 May 2016 11:15:14 GMT
Branch: 5.3/patch-release

Resolution:

This turns out to be iOS bug. It's not possible to work around it. Bug has been filled to Apple, radar# 26715824.

Comments (7)

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  2. mortennost

    Aug 11, 2016 08:16

    After quick tests on the iOS 10 beta, we can't see the double allocation issue anymore.
    So if more people are having this issue, try upgrading to iOS 10 beta and see if that fixes it.
    Hope you'll be able to post a reply here, or in the forum thread linked below, with any results you might have.

    http://forum.unity3d.com/threads/u5-3-ios-9-3-1-double-memory-allocation-when-loading-assetbundle-using-odr.403993/

  3. Wawro01

    Aug 01, 2016 11:57

    Is this leak present when using app slicing ? e.g when using res:// in assetbundle path ?
    Thanks ?

  4. kkralianz

    Jun 16, 2016 16:50

    This is a huge issue, it is currently affecting customers, and the problem is going to quickly grow as users upgrade to this OS. Please keep us informed as to any updates from Apple.

  5. povilas

    Jun 09, 2016 09:34

    A hacky work around would be to use regular bundle resources instead of Asset catalogs for release version of the app. They can be assigned ODR tags and act like a regular on demand resource. Then the path of the downloaded resource could be retrieved via NSBundle pathForResource API in a native plugin.

  6. povilas

    Jun 09, 2016 09:29

    This turns out to be an iOS bug. Unfortunately no workaround is possible. A bug has been filled to Apple, radar# 26715824.

  7. mortennost

    May 23, 2016 13:26

    We're seeing the exact same thing.

    9.3.x devices allocate about double the size of the requested bundle.
    We made a post on the tvOS/iOS forum some time ago as well, here's the link if anyone wants it:
    http://forum.unity3d.com/threads/u5-3-ios-9-3-1-double-memory-allocation-when-loading-assetbundle-using-odr.403993/

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