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Question by DannyB · Mar 10, 2014 at 11:18 AM · memoryprofilersplash-screen

Splash screen remains in memory

Hey all,

I was starting to profile the memory of my iOS game (profiling in the Editor) and I noticed that if I add my custom splash screen, it seems that they remain in memory.

I may be reading this wrong, but here is a screenshot of my profiler. Note this is a game scene that I started playing in the editor, so the splash was actually never seen. This goes away if I select "None" as the splash screen. (also also remain in memory...)

Any idea?

alt text

splashmemory.png (33.4 kB)
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avatar image Linus · Mar 10, 2014 at 11:22 AM 0
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Click it to see what is referencing it.

avatar image DannyB · Mar 10, 2014 at 11:45 AM 0
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PlayerSettings references it, I have updated the screenshot.

avatar image whydoidoit · Mar 10, 2014 at 11:56 AM 0
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Per my answer below - it's the Editor for PlayerSettings that references it which will not be present in the build.

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Answer by whydoidoit · Mar 10, 2014 at 11:23 AM

Do not trust what is shown as in use when profiling in the editor. Take it as a guide only. The editor keeps things in memory and you really need to profile a build to see what is actually being used.

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avatar image DannyB · Mar 10, 2014 at 12:07 PM 0
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Yes, it seems this is only present in the editor. Profiling the build does not show these splashes, but still I see a very increased memory footprint in my game, for a couple of textures and sounds (~60mb as opposed to previous games I made with ~20mb) - so I thought I am putting two and two together...

avatar image whydoidoit · Mar 10, 2014 at 12:11 PM 0
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Remember that the usage of textures can double on iOS - due to the way it holds them in main memory and video mapped memory. I have a nightmare working out what exactly gets used see: http://answers.unity3d.com/questions/453835/so-how-much-memory-is-my-ios-game-using.html

avatar image DannyB · Mar 10, 2014 at 12:14 PM 0
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I guess the reason I was trying to use the editor for profiling, is that the device profiling is much less clear to me. Can you shed some light on this screen? Judging by it, I cant say which texture or object I need to optimize.

alt text

splashmemory2.png (45.3 kB)
avatar image whydoidoit · Mar 10, 2014 at 12:30 PM 0
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So that first looks like an atlas texture I'd guess? What's in Other?

avatar image DannyB · Mar 10, 2014 at 12:38 PM 0
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Thanks for sticking with me here... it definitely seems like it is the atlas texture (not sure why it is nameless). It seems to take double the memory (should be 16), but you already stated thats a possibility.

The interesting thing is that when I change that atlas from PNG to Uncompressed (tk2d) it does take only the expected 16... but thats probably a question for the 2D Toolkit forum.

The "Other" branch does not seem to be anything I can change - seems like internal stuff. Pasting screen:

alt text

splashmemory3.png (29.0 kB)
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