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Question by maikkel · Feb 20, 2012 at 09:28 AM · memoryprofiler

Profiler showing wrong memory info?

When testing my Game with the Unity Profiler, it shows me total allocated memory of about 150 MB. If I look at the Windows Task Manager it shows me that the process uses more than 600 MB which I think is more accurate (i have a 3d grid based world with almost a million "Block" instances (normal class, not GameObject). How can the difference be so large? I'm on Windows 7 64 Bit

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avatar image Emery-Monzerol · Nov 01, 2012 at 04:31 PM 0
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Did you find out the answer to this? I'm in an extremely similar situation. I'm developing an Android game. In one of the scenes in development build the profiler shows a total memory usage of 16$$anonymous$$B and the Windows Task $$anonymous$$anager shows 340$$anonymous$$B for my executable's process.

Is there any problem with the profiler? How can I know what is causing this massive memory problem? I've been trying stuff for weeks and nothing seems efficient.

avatar image Dave-Carlile · Nov 01, 2012 at 05:22 PM 0
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Windows Task $$anonymous$$anager is practically useless as a profiling tool.

avatar image Emery-Monzerol · Nov 01, 2012 at 05:44 PM 0
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Hmm okay, thanks for the reply. Would you have any suggestions of tools or techniques for identifying the source of my problem? The game is supposed to use around 20$$anonymous$$B at most, and this reflects very well in the profiler. But the real situation is that it takes incredibly much more. When I build for Android the same problem occurs (my phone's RA$$anonymous$$ gets filled up as soon as I launch the game).

If anyone thinks of anything that could help, it would be greatly appreciated.

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