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Several Memory Optimization Questions
When compiling with stripping level: Use micro mscorlib I get the following error when clicking on the second button in my game when running on an iPhone 4s. I do not get the error in the simulator. Did I do something wrong or is it not possible to use that stripping level on iOS?
NotSupportedException: Operation is not supported. at System.Type.GetGenericArguments () [0x00000] in :0 at System.Type.MakeGenericType (System.Type[] typeArguments) [0x00000] in :0 at UnityEngine.Events.PersistentCall.GetObjectCall (UnityEngine.Object target, System.Reflection.MethodInfo method, UnityEngine.Events.ArgumentCache arguments) [0x00000] in :0 at UnityEngine.Events.PersistentCall.GetRuntimeCall (UnityEngine.Events.UnityEventBase theEvent) [0x00000] in :0 at UnityEngine.Events.PersistentCallGroup.Initialize (UnityEngine.Events.InvokableCallList invokableList, UnityEngine.Events.UnityEventBase unityEventBase) [0x00000] in :0 at UnityEngine.Events.UnityEventBase.RebuildPersistentCallsIfNeeded () [0x00000] in :0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in :0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in :0 at UnityEngine.UI.Button.Press () [0x00000] in :0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in :0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in :0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean) UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update()
In the profiler, System.ExecutablesAndDlls is taking up 0.68 GB of memory. Is this normal? That’s about 70% of the total memory used.
My game is purely UI based. It doesn’t use the physics system at all. Is there any way I could optimize the game based on this?