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Question by devGuillaume · Mar 06, 2012 at 04:19 PM · androidiosmemoryprofiler

Memory usage for the simplest iOS/Android app grows over time, says Unity 3.5 Profiler

Hello,

I've profiled an empty project on a Galaxy S (Android 2.3.3) and on an iPad 2 (iOS 5.0.1). By empty project I mean that the only game object in the Hierarchy is the default Main Camera. No package was imported. This is what the Unity 3.5 memory profiler outputs when the app starts:

  • on the Galaxy S

Total: 8.4 MB Delta : 0 B
Textures: 17 / 366.7 KB
Meshes: 0 / 0 B
Materials: 3 / 1.0 KB
AnimationClips: 0 / 0 B
AudioClips: 0 / 0 B
Assets: 31
GameObjects in Scene: 1
Total Objects in Scene: 27
Total Object Count: 58

  • on the iPad 2

Total: 7.3 MB Delta : 0 B
Textures: 13 / 35.1 KB
Meshes: 0 / 0 B
Materials: 3 / 0.9 KB
AnimationClips: 0 / 0 B
AudioClips: 0 / 0 B
Assets: 27
GameObjects in Scene: 1
Total Objects in Scene: 27
Total Object Count: 54

No information changes over time but the total memory. It grows by about 0.104 MB per minute on the Galaxy S, and by about 0.288 MB per minute on the iPad 2: after 50 minutes, the Unity profiler reports a total of 13.6 MB on the Galaxy S and 21.7 MB on the iPad 2. I've checked the memory increase after 10 and 20 minutes and it was consistent with the average increase speed.

I initially wanted to track a real app's memory usage, but this needs solving first.

Is this behaviour known? Can it be worked around? Is the profiler reporting inexact information? Or did I miss something?

Thank you!

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avatar image Jacek_Wesolowski · Mar 06, 2012 at 04:37 PM 1
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This could be attributed to the Garbage Collector not engaging simply because there's so much free memory in the system that there's no need for more.

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