Hi there,
I am creating a point and click Myst like adventure. I am using a new 2D camera for each new slide with a child 2D Sprite (for speed) and hotspots to switch between the cameras(slides).
The problem is when testing my game on the iPad/iPhone every time the camera switches to a new slide (camera) the previous memory is not freed up.
Testing on the iPad 2 I can get about ten or so camera switches and then the game crashes as it's run out of RAM.
Is there any trick to this kind of set up or a way to tell adventure creator to purge the last slide?
Overall my game is coming along great but with this issue no one will be able to play it!
Please help,
Chris
Comments
Open up MainCamera.cs, and swap lines 594 and 595. I think the problem might be that the texture is removed before it is destroyed.
FadeIn (_changeTime);
Lines should be:
DestroyObject (crossfadeTexture);
crossfadeTexture = null;