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RealityKit scenes that behave in short tests can degrade in long sessions — rising memory, thermal throttling, or process termination often surface after sustained use. When that happens, look for heavy transform hierarchies, unbounded concurrent loads, and GPU resources that persist longer than intended.
- Flatten hot transform paths: keep frequently-updated entities under shallow containers to reduce per-frame math and hierarchy traversal.
- Bound concurrent loads: use a loader actor or a
TaskGrouppattern with a configurable concurrency limit and expose signposts for in-flight counts. - Evict GPU-backed assets deterministically: remove entities and clear large models from caches when they’re no longer needed; validate with longer on-device runs.
- Reduce runtime shader and memory pressure by baking static lighting where feasible and using GPU-friendly texture formats.
Choose batching for throughput and lower-frequency updates; prefer low-latency, direct updates when interactivity matters.
Instrument with OSSignposter, profile with Instruments, and collect post-release signals via MetricKit to confirm real-world behavior.
How are you validating resource eviction and load backpressure in your RealityKit pipelines? Share patterns, pitfalls, or short code sketches.