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Question by Khena_B · Nov 02, 2017 at 05:33 AM · performancememoryprofilermemory-leakleak

Performance going down over time

Hey,

I'm testing my game on a cheap laptop with integrated graphics so that I can optimize it, I've managed to get it running at 60fps in one of the most demanding area, but if I idle there for a while and come back the fps goes down to 55, and eventually to 50 and so on. I'm trying to understand what is going on, I've always been careful when coding, I'm looking at the profiler and noticed that the "used total" keeps going up slowly, here's the memory tab on start and then after 15 minutess or so, does this mean anything?

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Answer by unity_43Epnxgw7CpITw · Nov 02, 2017 at 09:14 AM

All I see is memory consumption increase of the profiler, it could be the reason. See the fps without using profiler or build the game and test then.

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avatar image Khena_B · Nov 02, 2017 at 03:13 PM 0
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It happens in a build without the profiler. Also i've tested in a new project and the "Used Total" and "Reserved Total" and "Unity" never seems to go up like it does in my project.

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Answer by Daemonhahn · Nov 06, 2017 at 04:23 PM

Likely to be a memory leak then.

Check through this guide: https://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html

and then check all your usages of the "new" keyword, as well as if your using instantiate and destroy anywhere!

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