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Question iOS Memory optimization

Discussion in 'General Graphics' started by bjefix, May 21, 2021.

  1. bjefix

    bjefix

    Joined:
    Mar 30, 2015
    Posts:
    9
    Hello!

    I took a snapshot of our game using GPU Frame Debugger and sent it to Apple developer who checked the captured frame.

    He gave us some tips to help us improve our productivity:

    1) All textures remain in shared memory and we need to transfer them to private memory.
    2) We have a lot of unused textures to release. (I tried calling AssetDatabase.ReleaseUnusedAssets () but it didn't help)
    3) We need to remove the PixelFormatView flag from textures

    I tried to find information on this, but unfortunately I couldn't find it.

    Maybe someone knows and can share information on what I need to do in order to solve the problems described above.

    Thanks in advance!