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Question by ScottG_ · Aug 11, 2017 at 06:47 AM · animation2dmemory usage

Unity 2D Sprite-Based Animation Memory Issues.

Me and my small team have recently been working on a 2D turn-based fighting game. The intial idea was to have this game run in a browser, much like a few of our previous projects. However, once the game was working in-editor and we built for WebGL it would crash in browser saying that it ran out of memory after playing the opening cutscenes and the menu screens.

The first thing I tried was increasing the amount of memory dedicated to the build in the WebGL player settings, this would make the build crash saying that the browser couldn't put that much memory towards the build.

Next, I decided to take a look at what exactly was causing the memory usage to be so high as to the crash the web build. So, in-editor I took a look at the profiler. The following test shows what I believe to be my issue, however, I don't know how to fix it. I noticed that memory usage would spike up when animations were playing, so I decided to run the game in-editor, enter a fight, use one ability (the same one both times), and stop to look at memory usage. I would do this with and without animations enabled.

Here you can see my memory usage increasing when an animation is played.

Memory usage with animations.

CPU usage with animations.

And here you can see CPU and memory usage when the same sequence of actions are taken, but no animations are played.

Memory usage.

CPU usage.

This brings a couple questions, memory usage increases by about 100MB when loading 10MB of sprites. First thing, is this normal?

And second, is it normal for this memory usage to not go down after the animation plays, even though the Animator screen says it's playing the Idle one-frame animation rather than the attack?

Third, is CPU usage supposed to be like that?

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