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By Design
Votes
0
Found in
2021.3.41f1
2022.3.40f1
6000.0.13f1
Issue ID
UUM-77164
Regression
Yes
[Android][iOS] Untracked Memory and Empty Heap Space take up twice as much memory in Player when the project is built on Android and compared to older Editor versions
How to reproduce:
1. Open the attached “IN-79700.zip” project with 2021.3.35f1 or older versions
2. Open the Build Settings window (File → Build Settings)
3. Switch the Target Platform to Android
4. Turn on the “Development Build” setting
5. Build and Run the project on an empty Scene
6. While the Player is running open the Memory Profiler window
7. Target the running Player in the Memory Profiler
8. Press the “Capture New Snapshot” button
9. Close the Project and the Player
10. Open the Project in a Editor version newer than 2021.3.35f1
11. Repeat steps 5 through 8
12. Compare the Snapshot from the older Unity version and the newer one
Expected result: Minimal differences or no differences
Actual result: “Empty Active Heap Space” takes twice as much Managed Memory
Reproducible with: 2021.3.36f1, 2021.3.41f1, 2022.3.40f1, 6000.0.13f1
Not reproducible with: 2021.3.35f1
Reproduced on: Windows 11, macOS 14.5 (Intel)
Not reproduced on: No other environment tested
Notes:
- Not reproducible on a new Project
- Not reproducible with a Standalone Player
- Reproducible on iOS
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Resolution Note:
A change was made to redistribute previously untracked VM segments to the VM category. Prior to the change, 'empty heap space' only considered space in managed heap segments that had at least one managed object in them; completely empty heap segments were counted as 'untracked' memory. After the change, all managed heap segments are considered.
This change was made in Unity versions 6000.0.0b11, 2022.3.16f1, and 2021.3.35f1.
Please feel free to ask if you have any further questions about this change.