I know this might be fairly Unity-specific, but the reason I am asking it here is because this is more of a general question regarding iPads and memory usage…
We have a Unity3D game project (not created by me, but I’m trying to help work out why it is crashing). It contains approximately 8 textures loaded at any one time, all 512×512 in size. There are probably no more than about 10,000 polygons on the screen in-game.
When we run it through Instruments on an iPad 2, it peaks at around 60 MB, which seems like it’s well within the memory capabilities of that machine. However, when we try to run it on an iPad 1, even after a reboot to clear memory, Instruments shows it get to about 40 MB of loading before it crashes.
Would there be any reason why the iPad 1 cannot cope with more than 40 MB? I am aware the iPad 1 only has 256 MB compared with the iPad 2’s 512 MB, but surely this is still well within the device’s capabilities?
EDIT: The iPad 1 is running iOS 4.2.1 and the iPad 2 is running iOS 5.1.
We don’t know the iOS version installed on the iPad 1 and it can variate the base memory used by the OS.
With my experience, a 40MB limit is in line with the 30-50MB range I’m used to see on Apple devices with just 256MB of RAM, before the memory warning is called.