Details
-
Bug
-
Resolution: Unresolved
-
P2: Important
-
None
-
6.8.0
-
None
Description
Using an AnimatedSprite several times can bump the memory usage considerably.
In this simple example I have 8 knobs in which the image sprite has 1.6MB. 10 instances of this AnimatedSprite takes memory to 370Mb.
However, on desktop, the memory of the process is only 96MB for the same application.
Why is there such a dramatic difference?
I believe this is a consequence of instantiating the same image several times. Is there a way of caching the resources that I'm not aware of?
This is particulary problematic on iOS since the maximum memory an application can use is very small and if it gets to 2Gb (and this amount varies with the device specs), the application is terminated.