Search Issue Tracker
Fixed in 2018.3.X
Fixed in 2017.4.X, 2018.2.X
Votes
0
Found in
2017.2.0b7
Issue ID
941276
Regression
Yes
[Android] Memory consumption has increased in 2017.2 compared to 2017.1
1. What happened
Runtime memory consumption (reported by 'Profiler.GetTotalReservedMemoryLong()') has grown by ~10MBs from 2017.1 to 2017.2.
The attached project: from 7.8 MB to 18.2 MB.
'BestHTTP Pro' A$ package demo ('SampleSelector') scene grown from ~10MB to ~20MB.
'Ultimate Endless Runner' A$ package grown from ~90MB to ~100MB
2. How we can reproduce it using the example you attached
- Build attached project for Android
- Launch on a device (I've tried on Samsung S4 R970C, Android 4.4.2)
- Compare values for 2017.1 (tried on 2017.1.0p3) and 2017.2 (tried on 2017.2.0b7)
>>> Numbers have increased
Expected: should stay at about the same level
This may pose an issue for older devices.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Add comment