So I started a new project for Apple Watch and the progress is doing great, but one issue that I couldn't fix was the Memory Leak one. I need to put around 60 images on a ScrollAmound with digital crown rotation, but when it gets to the 20th the app just crashes. It looks like is because the memory is accumulating each time I change the picture. Could someone help me? This is the part of the code with the problem:
ZStack{
Image("\(Images(rawValue: Int(scrollAmount))!)")
.resizable()
.aspectRatio(contentMode: .fit)
.scaledToFit()
.frame(height: 161.25)
.cornerRadius(8)
.opacity(isAnimating ? 0 : 1)
.opacity (open ? 1 : 0)
.rotationEffect(.degrees(scrollAmount * -45))
.animation(.easeInOut(duration: 0.4).delay(0.2), value: isAnimating)
.animation(.easeInOut(duration: 0.2), value: open)
}
.offset(y: 0)
.focusable(true)
.digitalCrownRotation($scrollAmount,
from: 0,
through: 62,
by: 1,
sensitivity: .low,
isContinuous: true,
isHapticFeedbackEnabled: true
)
.onChange(of: scrollAmount, perform: { value in
//self.up = (value > prevScrollAmount)
//self.prevScrollAmount = value
if (scrollAmount.remainder(dividingBy: scrollAmount.truncate(places: 1)) == 0.00)
{
player3.play()
}
})
I'm trying basically clean the past images so the memory doesn't keep accumulating each time that I change it.