Accessing memory counters in players
File Access Profiler module reference
Memory Profiler module referenceThe Memory ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary module displays memory data in a chart at the top of the Profiler window. It displays a breakdown of where Unity allocated memory in each frame in the details pane in the lower half of the window.
The Memory Profiler moduleâs chart has categories that display detailed information on where your application spends memory.
Chart Description Total Used Memory The total memory your application used. Texture Memory How much memory the TexturesAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More infoWhen you select the Memory module, the details pane displays a breakdown of where Unity allocated memory in your application. The dropdown has the following options:
View Description Simple view Displays a basic overview of where Unity allocated memory in your application. Detailed view Important: This view is deprecated. Use the Memory Profiler package instead. If you have the Memory Profiler package installed, select the Open Memory Profiler button at the top of the details pane to open the Memory Profiler window. Simple viewThe Simple view indicates how much memory the operating system reports as being in use by your application. This value is based on the System Used Memory profiler counterPlaced in code with the ProfilerCounter API to track metrics, such as the number of enemies spawned in your game. More info
See in Glossary. On platforms that support getting the total memory size of the application from the operating system, the System Memory Usage is over 0 and is the same size in a task manager.
Unity sets some memory pools aside for allocations to avoid asking the operating system for memory too often. The Profiler module displays how much memory Unity reserves, and how much memory Unity used at the time of the Profiler capture as (In use / Reserved)
The following reference tables describe the statistics available in the Simple view. Their corresponding profiler counters are available via the ProfilerRecorder
API and in the Profiler module editor so you can add them to a custom Profiler module.
Total Committed Memory displays the total amount of memory that Unityâs Memory Manager system tracked for the selected frame.
Value Description Tracked Memory (In use / Reserved) The total amount of memory that Unity used and tracked (in use), and the amount of memory that Unity reserved for tracking purposes and pool allocations (Reserved). Untracked Memory Indicates the total amount of memory that Unity used but isnât aware of. Some examples of untracked memory are:The Memory Profiler package and native platform providers might have more information on some of these untracked memory amounts.
Note: The Tracked Memory (In use / Reserved) statisticâs equivalent profiler counter is System Used Memory for in use memory, and Total Reserved Memory for reserved memory.
Total Memory BreakdownBreaks up the Total Committed Memory into high level categories, based on the subsystems that Unity allocated the memory for.
Not all memory systems use pools or differentiate between used and reserved memory. Those that do display two numbers, the used and the reserved amount of memory. If the used amount doesnât share the same unit (B, MB, GB) as the reserved amount, Unity displays the unit, otherwise itâs omitted.
Value Description Managed Heap The used heap size and total heap size that managed code uses. This memory is garbage collected. Graphics & Graphics Driver The estimated amount of memory the driver uses on Textures, render targets, ShadersA program that runs on the GPU. More infoDisplays the amount of object instances of the types of Assets that commonly take up a high percentage of the memory (Textures, Meshes, materials, Animation Clips), together with their accumulated sizes in memory (Assets, GameObjects, Scene Objects).
Note: These statistics arenât available in release players.
Value Description Textures The total count of loaded textures and memory they use. Meshes The total count of loaded meshes and memory they use. Materials The total count of loaded materials and memory they use. Animation ClipsAnimation data that can be used for animated characters or simple animations. It is a simple âunitâ piece of motion, such as (one specific instance of) âIdleâ, âWalkâ or âRunâ. More infoUnityEngine.Object
instances. This number includes the GameObject Count counter, plus the total number of components, and everything which isnât an asset in the scene. GC allocated in frame Displays the amount of managed allocations in the selected frame, and their total size in bytes. Normalized
Enable this setting to scale the Total Committed Memory and Total Memory Breakdown charts to the memory usage of the selected frame. If you disable this setting, the charts scale to the total used memory within the frame range. This setting can help you understand how the total or relative amounts of memory change from frame to frame.
Additional resourcesAccessing memory counters in players
File Access Profiler module reference
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