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Question by Ludovic · Nov 30, 2010 at 06:08 PM · optimizationmemory

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.

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avatar image ChazGamingInc · Dec 13, 2015 at 04:01 PM 0
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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.

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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

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avatar image Ludovic · Dec 01, 2010 at 10:04 AM 0
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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...

avatar image _Petroz · Dec 01, 2010 at 10:55 AM 0
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Have you tried forcing garbage collection?

avatar image Ludovic · Dec 03, 2010 at 05:29 PM 0
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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...

avatar image theschwartz · Mar 29, 2012 at 01:59 PM 0
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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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