@Brent Sorrentino
*** I just did your SYSTEM EVENTS demo - and it was doing the same thing, memory creeping up every time I suspended and resumed on device… so that’s a relief it’s not my code ;) -
ok it takes a handful of suspends before it levels out , I’ll keep seeing what I can do… thanks
Edit2 - I been testing my game and I still can’t seem to find why it ONLY leaks 2KBs when I suspend and return. There’s only two scenes, and if I stay within the App, no leak. Furthermore, even if I suspend from the Main menu, which is only like 3 or 4 graphics, plus a button, it still leaks.
The only difference that SAMPLE code has is that it doesn’t use Composer. I’d wonder if I used a SAMPLE Project that had Composer involved, if this would show what I’m experiencing.
I’ve about run out of ideas.
Yeah I have everything paused… Well currently I have onSuspend function trigger an overlayScene (pause) which pauses timers, transitions, animations, on creation. I am not using audio at the moment. At one point, I had the onSuspend directly delete all timers except the Memory Monitor just to see, and it was still leaking 2kbs on resume.
IF I go to the pause menu from in game, and back… memory will go back down to the same place each time. But even when I’m in the actual pause menu, then decide to suspend, and then resume… I’m in pause menu still, but when I resume from there, the memory is 2kbs higher because I suspended. But wouldn’t be if I didn’t suspend. I’m quite puzzled!
If I stay in the game, and go from scene to scene and play multiple times - the memory remains steady… no leak. No matter what I try to do as long as I don’t suspend and resume…
What’s strange is the simulator, when I suspend that, and come back - there is no memory leak. Only occurs on the actual device.