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High memory consumption with empty scene
Hi everyone, I'm currently running into high memory usage problem. I have an empty scene in which I load assets from asset bundles. When everything is loaded, the application uses 1.5~ Go. Then I manually unload the assets and suppress every object from the scene (except inactive game objects (about 10 which don't use much memory)).
I finally came up with a list of Object I can't suppress since they are used by Unity. Here is it :
Scene, BehaviourManager, FixedBehaviourManager, LateBehaviourManager, UpdateManager, PipelineManager, RenderSettings, HaloManager, LightmapSettings.
I don't know if these objects use a lot of memory, but my application still uses about 650-700 Mo with these 9 objects only.
So what could use so much memory ? And is there any way to profile my app to see what use this memory ?
Thanks for your help
PS I posted an another question related to this one.
I am facing a similar problem. When I load Unity 5.3 it locks up and can't click anything. It's also freezing and using up around 7.5 GB of Ram.
Please help me fix this issue.
Thanks, Chaz Ga$$anonymous$$g Inc.
Answer by _Petroz · Dec 01, 2010 at 04:49 AM
For profiling check out the Profiler http://unity3d.com/support/documentation/Manual/Profiler.html
Here is a question about memory management: http://answers.unity3d.com/questions/12033/are-there-any-known-memory-leaks-in-unity3d-or-mono
Thanks for the advice, but I already checked the profiler (forgot to mention it in my post though). The profiler shows that there are 550 $$anonymous$$o for the textures, the meshes and the animations. Since in build, my app uses 1.5 Go, there is a big bunch of 950 $$anonymous$$o~ of RA$$anonymous$$ used for something else (?!).
I continue to do some tests to figure out why this happens...
Yes and I also called Resources.Unload but it didn't reduce the memory much. But I think I found which part of my application loads a lot of memory. Is there a way to monitor the system memory used by the current process ? It seems that the $$anonymous$$ono Process class does not implement the .NET accessors like Private$$anonymous$$emorySize64. So it's kind of hard to profile the memory use...
Our company also suffers from memory problems in the game we are making. When we are in the main menu the game uses about 500$$anonymous$$B and the Unity profiler says only 100$$anonymous$$B is used for textures, meshes etc. and in-game it uses about 1.6GB where the profiler says there is only used about 300$$anonymous$$B on textures etc. Has any found out exactly what the problem is? We are still searching for where the problem is.
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