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- Almost all textures are PVRTC 4 bit. Latest Unity Pro/Xcode/iOS SDK built for armv7 with Strip ByteCode. All Advanced textures have Read/Write unchecked. Mesh Compression High. Using prime31 StoreKit and Twitter framework. Xcode Release Target. I have a bunch of objects pooled for later use. These objects are already placed in a scene, which is LoadLevelAdditiveAsync at the start of the game. I am also calling Resources.UnloadUnusedAssets and GC.Collect.
- Editor.Log
- Textures 18.6 mb 36.0%
- Meshes 3.8 mb 7.4%
- Animations 9.4 mb 18.2%
- Sounds 5.5 mb 10.7%
- Shaders 9.0 kb 0.0%
- Other Assets 990.6 kb 1.9%
- Levels 6.3 mb 12.1%
- Scripts 776.6 kb 1.5%
- Included DLLs 3.9 mb 7.6%
- File headers 2.4 mb 4.6%
- Complete size 51.6 mb 100.0%
- Device connected to Unity Profiler
- Total 43.6 MB
- Textures 18.6 MB
- Meshes 8.0 MB
- Materials 67.8 KB
- AnimationClips 2.6 MB
- AudioClips 5.6 MB
- Assets 14,298
- GameObjects in Scene 30,476
- iPhone_Profiler.h mono-memory allocated heap 6,660,096 bytes
- Instruments Real Mem for build with empty scene 19.75 MB
- Instruments Real Mem for actual build 108.48 MB ???
- Is this expected?
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