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Total Allocated Memory Doubled from Unity 5.4.4 to 5.5+

Discussion in 'Android' started by Azmar, Mar 18, 2017.

  1. Azmar

    Azmar

    Joined:
    Feb 23, 2015
    Posts:
    246
    In my game I have just a simple check for the amount of memory used on the device.
    Code (CSharp):
    1. float totalMemory = (float) UnityEngine.Profiling.Profiler.GetTotalReservedMemory() / 1048576;
    On Unity version 5.4.4 or any 5.4 the memory used on my Android device (Samsung S4) always around 10MB. When I upgraded to any Unity 5.5.X, and without touching anything I would build to device and check my total memory usage would double! It is sitting around 25MB after upgrading. I also tried the Unity 5.6.0 release that came out today and still same result.

    I submitted a bug report with full details to Unity about 3 weeks ago with no response. Anyone know what is causing this problem? I checked before and after upgrading and all my Player Settings etc are the same. I did notice the compression settings changed when I upgraded and they are all set to "None" now. I did change them to normal quality etc, but did not give any drastic changes...only lowered it to about 24MB.