4.30 star(s) 120 Votes

Fyo

Member
Aug 14, 2017
210
444
Shame me master!



Because the dev is an idiot that started releasing Android versions without fully knowing how to work on that, and is now out of his depth with these issues.
Hi Le Stag, I believe I understand the issue you’re having with crashes on Android. The sharedassets0.assets.resS file is around 1.4 GB, which can overwhelm devices with limited memory if Unity loads a significant portion of those assets into RAM at runtime. I figure this is why users are reporting crashes after the Unity logo as the game attempts to load those assets into memory. Basically, you just need to optimize asset compression and ensure assets are loaded dynamically rather than at runtime to reduce memory usage.

If you're interested this could likely be resolved fairly quickly by just adjusting your build export settings in Unity to, for example, use ASTC compression for android.
 

Fyo

Member
Aug 14, 2017
210
444
I can confirm that the last few updates have used ungodly amounts of RAM on my phone. The current version sits at 3.4 GB on the home screen.
Yeah. Thanks for the info. I didn't test it but I figured as much. Stems from how Android handles texture and audio decompression compared to PC. The app is loading the textures as raw bitmap data which is crashing it. Just unloading those rawdog uncompressed textures all over your phone's mammaries *ahem* I mean memory.
 

Fyo

Member
Aug 14, 2017
210
444
I'll try that for the next version. Thanks a lot for your suggestion. :)
Happy to help. Here's further suggestions you can consider:

Change your WAV audio files to Ogg Vorbis compression. Important as they're consistently loaded. Inspector > AudioClip Import Settings > Enable “Override for Android > vorbis

Potentially go all the way and stream audio from disk if you want to save even more memory.

Try disabling mipmaps. They're probably just inflating texture memory usage. Do a quick test, but my bet would be disabling them would help a lot. Inspector > Texture Import Settings > uncheck 'Generate mip maps.'

Can also go into unity’s texture import settings > max Size to clamp each texture. Test how low you can push that before it becomes noticeably blurry on phone.

Get rid of huge sample backgrounds or reduce size (the whales and stuff).

I notice you're using RGBA, if your images don’t require transparency, the texture import settings can be set to “RGB” instead of “RGBA." Just watch out for ui elements that may need it.

Same suggestions apply if you want to change PC build too, except use PC-applicable compression like DXT/BC7 (prob BC7)

In the end if memory problems persist you may need to use more assetbundles/addressables though so you're only loading assets when you need them, especially as the game gets bigger. Addressables are generally easier to manage than raw Asset Bundles. Just mark each image as addressable, create a labeling system (e.g, “path2conversation5”), and load/unload accordingly.

For now though using compression/ clamping texture size/ disabling mipmap will be enough (hopefully!).

I'm no Unity master, but I hope this was helpful :) GL.
 

AcornHunter

Newbie
May 13, 2020
94
81
Sorry for being off topic, but have you thought about releasing the game on Steam? It seems to me that your fans would start buying your game there.
bad idea
First of all, because Steam show to everybody, and not just to your friend list, what you have and what you playing, many people on Steam don't want to have "adult" games on their accounts
Second of all, the game has to be completed or close to this stage, so 0.16 is far away from that point
Third of all, a patreon subscription brings monthly about the same amount that one-time-purchase can get you, so why bother?
 

Vibesy

Member
Nov 19, 2023
196
477
bad idea
First of all, because Steam show to everybody, and not just to your friend list, what you have and what you playing, many people on Steam don't want to have "adult" games on their accounts
Second of all, the game has to be completed or close to this stage, so 0.16 is far away from that point
Third of all, a patreon subscription brings monthly about the same amount that one-time-purchase can get you, so why bother?
I think Steam lets you hide adult games in your account & from friends. Also there is enough content in this game that it could go up in early access now. As to Patreon, well it's really two different audiences and Steam brings much exposure and different reach. There are a ton of people that won't ever join Patreon, but would purchase the game on Steam. Conversely, lots of people support via Patreon for the direct contact with the dev and to give input during development. So between Steam & Patreon, it's really two non mutually-exclusive revenue streams.
 
4.30 star(s) 120 Votes