Comments (2)
This may actually be an out-of-memory issue. I've seen this behave like the app has locked up before, although typically it simply crashes the application.
We will be addressing memory and GC usage over the next couple of versions so stay tuned for that as it should significantly reduce overall app memory usage and help avoid OOM conditions. In the meantime, you can try lowering the Quality setting to the minimum value. If the app runs longer without locking up, it's almost certainly a memory usage problem.
For the warning message, this is currently expected on Android. We will be bringing support though for platform specific GPU texture formats (like ETC and ASTC) which will remove this warning message and sidestep the additional work Unity is doing to decode this to a larger RGB format. In general, I'm using #18 to track this.
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0.7.0 is out now and will help further reduce memory usage.
If you still run into these OOM-esque lockups, try lowering the maximum cache size to something smaller.
It is possible to query memory limits for an Android application and then compute a cache size for the map based on some smaller factor of that. See here. For setting the cache size programmatically, just be sure it's applied to the MapRenderer component before it has been enabled, as after that, cache size changes won't have an affect.
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Related Issues (20)
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