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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
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.
Windows Task $$anonymous$$anager is practically useless as a profiling tool.
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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