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Profiler shows unwanted textures are loaded but profiling in editor doesn't.

Discussion in 'Editor & General Support' started by SidarVasco, Oct 1, 2016.

  1. SidarVasco

    SidarVasco

    Joined:
    Feb 9, 2015
    Posts:
    163
    We are developing a game that manages materials and images trough resources. We only load images when we explicitly say so.

    When I profile our game in the editor and sample memory usage the loaded textures reflect what is shown in the scene.

    However, the sample taken from device( ios ) shows that almost all our textures are loaded in raking up to 95 megabytes in total. I know for a fact that should only be around 10~ish considering what is shown in the scene.
    The materials are somehow loaded which cause all the textures to be loaded in as well. It says there is only one reference count, but the profiler does show which object is actually using it. It just says "Scene object".

    Why is it that it doesn't show the loaded textures in the editor but they do show up on device?
    Knowing how sensitive apple products are when it comes to memory usage, it's a real app killer, literally.

    Any advice?