Search found 7 matches
- 18 Feb 2026, 04:44
- Forum: General Discussion
- Replies: 5
- Views: 25389
Re: Endlessly increasing memory allocations
We really don't have much going on in the control level other than the basic noesis boilerplate. I searched through, but couldn't find anything that fits this criteria. Most of our dynamic features are bound to ReactiveCommand or BindableReactiveProperty from the R3 library (https://github.com/c9s/r...
- 17 Feb 2026, 09:05
- Forum: General Discussion
- Replies: 5
- Views: 25389
Re: Endlessly increasing memory allocations
Thanks both for the quick responses already. I've done some extensive memory profiling today. I've got no NoesisWorldUis or NoesisViews hanging around beyond their expended lifetime. I can't find anything to suggest the game code is holding onto noesis references. I can see an increasing amount of E...
- 16 Feb 2026, 08:25
- Forum: General Discussion
- Replies: 5
- Views: 25389
Endlessly increasing memory allocations
I'm finding a steadily increasing amount of allocated memory by Noesis (3.2.7) between multiple matches in my Unity app for Meta Quest (Android). There's several world space UIs, but they (the NoesisWorldUi's) along with the NoesisView are all destroyed at the end of each program state. That is, the...
- 09 Jun 2025, 11:10
- Forum: General Discussion
- Replies: 5
- Views: 10858
Re: Crash upon first showing UI on device only (Unity / Quest 3)
I've updated the ticket, but encountered the issue again now with text dropshadow. https://www.noesisengine.com/bugs/view.php?id=4224 Is there any chance shaders are getting stripped or not included potentially? Practically everything in my application is loaded via addressables, so i wonder if noes...
- 05 Jun 2025, 03:57
- Forum: General Discussion
- Replies: 5
- Views: 10858
- 05 Jun 2025, 03:47
- Forum: General Discussion
- Replies: 5
- Views: 10858
Re: Crash upon first showing UI on device only (Unity / Quest 3)
I only mention Quest 3, as I haven't had the chance to test on other devices. I slowly rolled back on UIs to track down exactly what was causing the issue and it appears to be coming from somewhere in this: <Path.OpacityMask> <LinearGradientBrush EndPoint="0,0" StartPoint="1,0"> ...
- 04 Jun 2025, 15:34
- Forum: General Discussion
- Replies: 5
- Views: 10858
Crash upon first showing UI on device only (Unity / Quest 3)
Upon first showing a UI on device, i am having the game crash. In editor, everything looks and behaves perfectly. Note, I can have the View component on the camera without a crash, it's only when a World component attaches itself to the view that the crash occurs. Some context: - Unity 2023.2.2f1 - ...