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