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Comment on RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
We found it interesting that the memory footprint increases as we first create a texture for a space, but if we visit the space again, the Persistent Bytes don't increase anymore, even though we are re-creating the texture for it. So we started wondering whether the textures were cached by the system, preventing it from being deallocated. Thank you, bvsdev
Topic: Spatial Computing SubTopic: General Tags:
3d
Comment on RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hello Vision Pro Engineer, Yes, I will file a bug along with some code. For each room we use the same sphere entity. Within that room, as we navigate to different spaces, we "remove" the current space's texture by assigning it to nil after creating a new texture and material for the next space. Finally, as we leave a room (immersive space), we do a removeFromParent on the sphere, then set that sphere entity to nil as well. Thank you, we appreciate your insights.
Topic: Spatial Computing SubTopic: General Tags:
3d
Comment on RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Good morning @Vision Pro Engineer Would you be able to offer some insights into a similar problem my team is facing? The OS is shutting down our app due to high memory usage. In our app, each “room” is an immersive space with a skybox. Within the room we navigate through a variety of spaces, each with its own texture to be used in the skybox material. Each time we swap out the skybox material the memory usage grows significantly. VisionOS 26, Xcode 26.1.1
Topic: Spatial Computing SubTopic: General Tags:
3d