I’m having some major system (Lua) memory problems caused by storyboard not working properly. I’m using build 2012.971. I am manually removing scenes after transitioning away from them (I’ve tried doing so in a number of different places, including in the didExitScene function of the “old” scene and the enterScene function of the new scene). I am monitoring memory use with the profiler tool. Although the textural memory is being freed when storyboard is trying to remove a scene, the Lua memory associated with the display objects or other locally-declared variables is not being removed (contrary to what is supposed to happen, as discussed in the blog post linked to below). All of the local variables declared in the scene, for example, are still being stored in memory as are the widgets (buttons). The local storyboard instance created by each scene is also being held and taking up a lot of system memory.
Is this a problem that has since been resolved in daily builds? It is creating, in effect, a huge memory leak for my game. If Rob or someone else has input, I’d really appreciate it.
http://www.coronalabs.com/blog/2012/07/31/storyboard-scene-purging-vs-removal/ [import]uid: 135391 topic_id: 34915 reply_id: 334915[/import]