High data usage in shared AR template

Include the following details while filing a bug report (edit as applicable):

  • Issue category: shared AR
  • Device type & OS version: Android Sony Xperia 1 ii
  • Host machine & OS version: Windows
  • Issue Environment : On Device
  • Xcode version: NA
  • ARDK version: 2.1
  • Unity version: 2021.3.5f1

Bug reproduction steps:
The shared ar template has a lot of data usage for me. I tested for about 10-15 minutes and it used 80MB. The only gameplay was changing the position of the networked object, so this shouldn’t take up so much data

Hi Dylan,

At the moment, that is the expected data consumption of ARDK even while doing simple tasks across a network because of the way information is communicated back and forth. When running an AR Session, the digital map that is created of the player’s surroundings is shared across the connection back and forth, which is where a large part of the data consumption happens. However, with the upcoming 2.2 release of ARDK, changes are being implemented to our networking features to noticeably improve data consumption.

If possible you can disable SharedExperienceEnabled in ARWorldTrackingConfiguration so it only uses the initial sync and does not run mapping

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