Yes, but this really doesn’t look random. We all had it and I never made it through. So I guess this possibility can be put aside.
LoL. Support has never existed at Apple even with their own resellers. Must be a cultural thing. The only way you can get support from them is if you manage to go beyond governance and make direct contact with someone. Posting on their forum is just a waste of time and can only increase frustration.
Well, there you got your answer I believe. You are on the verge of… so the compacting did just that little something but you are still not in a safe zone, if you ask me.
The only way you can get support from them is if you manage to go beyond governance and make direct contact with someone. Posting on their forum is just a waste of time and can only increase frustration
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You are not wrong. We had to find someone very high up there on the WebKit team to get our issue some light
Yo guys @sebavan@bghgary@mawa@shaderbytes I finally figured out what was wrong with the model ,I’m a little embarrassed that It didn’t cross my mind until now but it was the quality of the textures that was making the app crash, the thing is that I usually take most of the PBR png textures and reduce their bit depth so their weight goes down like 85-90% but they keep their resolution so even when my GLBs weights are between 15mb and 25mb they still have 1k texture resolution, so I asked my partner to export them on 128x128 resolution and problem solved, now our GLB is running just fine on IOs mobile devices. So spread the word ahahha its the resolution of the textures what makes IOs devices crash. And actually makes a lot of sense right ? I was making them load more than a hundred png’s of 1k resolution, but that been said , Iphone sucks compared to android devices , they struggled but almost all of the androids that I tried the app in managed to make it work, meanwhile with the Iphone felt like working with down syndrome device.
P.S: here is the repro if you feel like checking it out on your IOs device https://playground.babylonjs.com/#TWUH6V#15
Dare I say that both @shaderbytes and me did warn you about this.
You know, I’m glad you made it work but I still keep with my idea that this is way too much for this purpose and objective (of making sales I suppose). If the person that wants to acquire these cannot load the site because of slow Internet, you could loose a potential sale (for nothing, nothing more than a few more hours of work to make your models optimized). Not to mention that they will also be easier to manage and maintain. What if you need to add a new part to your 25mb (that’s clearly on the verge) and then it would break again. Just my opinion. Take it or leave it. As I said, I’m happy to hear you finally fixed the issue. The other parts of the site really look great. It would be sad if it wouldn’t work properly just because of geometry or textures. Have a great day