RE: [google-admob-ads-sdk] AdMob Native Advanced memory leaks on iOS

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mobileadssdk-a...@google.com

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May 28, 2018, 3:17:19 AM5/28/18
to google-adm...@googlegroups.com, liteb...@gmail.com
Hi Eugene,

Thank you for contacting us and providing the details. However, I deleted your previous post because the test project you've linked contains sensitive information such as your Ad Unit Id. Please avoid from posting such information on public forums.

Below is the copy of your original post without the link to your sample project.

Hello,
I'm trying to integrate AdMob Native Advanced in my Unity game, and I found a big difference in memory consuming between Android and iOS builds, also iOS seems not free used memory at all.

Android Studio Memory Profile:

xCode Memory Profile:


While Android Native Advanced consumes around 10 Mb for request / show / remove cycle and frees it, iOS Native Advanced consumes around 50 Mb at first request / show / remove cycle, and then adds around 5-10 Mb at every next request / show / remove cycle.

Game engine: Unity
Plugin: googlemobileads-eap.unitypackage, 
Unity 2017.4.3.f1, xCode 9.3.1, iOS 11.3.1 (tested on iPad Mini Retina and iPhone 8)

Regards,
Steven Balan
Mobile Ads SDK Team

mobileadssdk-a...@google.com

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May 28, 2018, 6:08:20 AM5/28/18
to Eugene Litvynov, Google Mobile Ads SDK Developers
Hi Eugene,

Thank you for bringing this to our attention.

Upon trying to load an Ad using our sample Ad Unit Id  with your test project, I've encountered the same behavior. It's indeed odd that the memory consumption of the app is consistently increasing after every Ad request. That said, I will raise this to our team for further investigation and we will update this thread once we get an official update.

Eugene Litvynov

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May 28, 2018, 11:24:55 AM5/28/18
to Google Mobile Ads SDK Developers
Thank you, perhaps it could be a good idea to have Destroy() methods for NativeAppInstallAd and NativeContentAd classes, so we can call them as we did for Interstitial or NativeExpress.

mobileadssdk-a...@google.com

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May 29, 2018, 12:07:32 AM5/29/18
to Eugene Litvynov, Google Mobile Ads SDK Developers
Hi Eugene,

Thanks for your response.

I will check this with the rest of the team and I'll update this thread once there's an official feedback.

mobileadssdk-a...@google.com

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Jun 6, 2018, 4:10:26 AM6/6/18
to Eugene Litvynov, Google Mobile Ads SDK Developers
Hi Eugene,

Thank you for your patience.

Please be informed that there's a fix in place, however, we don't have a definite timeline on the release of the fix. That said, I would recommend to refer to the Releases and Changelogs for any future updates.

Eugene Litvynov

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Jun 6, 2018, 1:06:00 PM6/6/18
to Google Mobile Ads SDK Developers
Thank you, will be waiting for new releases!

Sven

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Aug 17, 2018, 4:46:39 AM8/17/18
to Google Mobile Ads SDK Developers
Hi,

is there any fix in place for this by now? 
I am using the latest Unity SDK 3.15.0.1 and iOS SDK 7.32.0. There is still a significant increase in memory after loading several ads, leading to continuous memory warnings. Destroy is called before loading a new ad (not sure if this method existed before).

Another issue is that calling GetImageTextures (can only by called from main thread) blocks the main thread (and thus all rendering, input etc) for about 8 seconds in my tests. Is this the intended behaviour?

Cheers,
Sven

mobileadssdk-a...@google.com

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Aug 20, 2018, 1:55:46 AM8/20/18
to Sven, Google Mobile Ads SDK Developers
Hi Sven,
 
Thanks for reaching out to us. Please see below for my responses to your concerns:

is there any fix in place for this by now? 
I am using the latest Unity SDK 3.15.0.1 and iOS SDK 7.32.0. There is still a significant increase in memory after loading several ads, leading to continuous memory warnings. Destroy is called before loading a new ad (not sure if this method existed before).

Allow us to investigate into this and we will update you for any findings. 

Another issue is that calling GetImageTextures (can only by called from main thread) blocks the main thread (and thus all rendering, input etc) for about 8 seconds in my tests. Is this the intended behaviour?

For us to have a closer look on this, could you provide to us privately (using the Reply privately to author option) a copy of your project where the behavior is reproducible?


Regards,
Steven Balan
Mobile Ads SDK Team

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