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Debugging high battery usage pre-release
Hi all, I have a pre-release app that is using a lot of battery. It's a game and is quite a 'busy' app so expecting some significant battery drain. But we want to optimise the app and find out where we can do that most effectively. Apple seem to have removed a lot of the energy use debugging tools recently. Specifically, • removed energy use from debug profiling menu in Xcode • removed 'energy usage' profile from Instruments tool • while Xcode organiser has an 'energy' section, apparently the logs aren't populated until the app has at least a few thousand users Is there any logic to Apple removing all these energy usage profiling tools? What's the best way of debugging/isolating energy usage & battery drain in a pre-release app these days? TIA
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May ’23