Quick answer: Capture the out-of-memory crashes with device and memory context to see whether it's a leak, an oversized footprint on low-RAM devices, or loading spikes, then reduce memory use for the cause and verify per version.

Running out of memory crashes your game, especially on low-RAM devices, and it's one of the most common mobile crash causes. Finding whether it's a leak or an oversized footprint is the key. Here is what to do when your game runs out of memory.

Capture the Out-of-Memory Crashes With Memory Context

Out-of-memory crashes have a few causes, and you need to know which: a memory leak (usage growing until it runs out), a footprint too large for the device's RAM, or a spike (loading too much at once). Capture the crashes with device and memory context, so you can see which devices run out and under what memory conditions.

Bugnet captures crashes from the field with device and memory context, so out-of-memory crashes show you which devices they hit and the memory situation. Seeing the crashes cluster on low-RAM devices, or correlate with high memory usage, tells you whether you're dealing with a footprint problem, a leak, or load spikes, the first step to fixing it.

Determine Whether It's a Leak or an Oversized Footprint

Distinguish the cause: if out-of-memory crashes come after extended play (memory growing over a session), it's a leak, if they cluster on low-RAM devices regardless of session length, it's a footprint too large for those devices, if they happen at specific moments (loading a level), it's a load spike. The pattern tells you which.

Bugnet captures crashes with breadcrumbs and device/memory context, so the pattern, crashes after long sessions (leak), on low-RAM devices (footprint), or at load moments (spike), is visible. Knowing whether it's a leak, an oversized footprint, or a load spike tells you the right fix, since each requires a different approach to reduce memory use.

Reduce Memory Use for the Cause and Verify

Fix the specific cause: plug the leak (free what's not freed) for a leak, reduce the footprint (optimize assets, load less) for an oversized footprint, or stagger loading for spikes. Then verify per version that out-of-memory crashes dropped, especially on the low-RAM devices that were hit hardest.

Bugnet tracks crashes per version with device context, so after reducing memory use you can confirm out-of-memory crashes dropped, including on the low-RAM devices. This verifies the fix worked where it mattered most, the out-of-memory crashes disappearing from the affected devices in the field data, rather than assuming a memory optimization helped without checking.

When your game runs out of memory, capture the out-of-memory crashes with device and memory context to find the cause (leak, oversized footprint, or load spike), reduce memory use accordingly, and verify per version, especially on low-RAM devices. Out-of-memory crashes cluster on low-RAM hardware.