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Frank84

Double Memory Usage?

Oct 3rd, 2012
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  1. 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.
  2.  
  3. Editor.Log
  4. Textures 18.6 mb 36.0%
  5. Meshes 3.8 mb 7.4%
  6. Animations 9.4 mb 18.2%
  7. Sounds 5.5 mb 10.7%
  8. Shaders 9.0 kb 0.0%
  9. Other Assets 990.6 kb 1.9%
  10. Levels 6.3 mb 12.1%
  11. Scripts 776.6 kb 1.5%
  12. Included DLLs 3.9 mb 7.6%
  13. File headers 2.4 mb 4.6%
  14. Complete size 51.6 mb 100.0%
  15.  
  16. Device connected to Unity Profiler
  17. Total 43.6 MB
  18. Textures 18.6 MB
  19. Meshes 8.0 MB
  20. Materials 67.8 KB
  21. AnimationClips 2.6 MB
  22. AudioClips 5.6 MB
  23. Assets 14,298
  24. GameObjects in Scene 30,476
  25.  
  26. iPhone_Profiler.h mono-memory allocated heap 6,660,096 bytes
  27.  
  28. Instruments Real Mem for build with empty scene 19.75 MB
  29. Instruments Real Mem for actual build 108.48 MB ???
  30.  
  31. Is this expected?
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