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Question by LS_sugar · Feb 24, 2016 at 07:10 PM · memoryprofiler

I notice there is a big difference about memory use shown on unity profiler and xcode ?

My project uses Unity 4.7.0 and builds a xcode project with il2cpp. But when I check the memory use, the number shown on xcode is bigger than it shown on profiler, about 70~80M more. So, I want to know is that correct or it's a bug of Unity?

Thanks for any help!

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pachash

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Answer by phil_me_up · Feb 24, 2016 at 08:41 PM

When checking the memory usage on device, I strongly recommend running it as a release build (i.e. not a debug build and built using the XCode release schema) and profile it using Instruments. This is the best way to get an actual memory usage reading where as other methods can be misleading.

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avatar image LS_sugar · Feb 25, 2016 at 07:22 AM 0
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Thanks for your comment ! I also think the xcode instrument is a better tool for ios , but the memory shown on unity profiler is just what I expected. When I see the detail memory info on Unity profiler, I can see textures ,meshes and every thing I want to load and the memory is just correct. So I 'm just wondering if there is a block of memory used by ios system( or just leak or something) and unity profiler can just show the memory under its control?

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Answer by pachash · Oct 05, 2016 at 08:02 PM

@LS_sugar Hi! I have the similar issue: https://forum.unity3d.com/threads/5-4-1-unitys-profiler-device-memory-consumption-differs-from-xcode-numbers.434871/

@phil_me_up And regarding running the application in a release build, yep, I did this as well and memory consumption was still high.

This is a major issue because I'd like to trust the built-in profiler and it's the only tool which can tell me what exactly consumes memory. I simply don't know how to get rid of those extra 80Mb and currently it's a blocker for my application on 512Mb RAM devices(e.g. Ipad2)

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