Search Issue Tracker
By Design
Votes
0
Found in
5.4.3f1
Issue ID
859305
Regression
No
[iOS] Unity's profiler device memory consumption is different from consumption shown by XCode
Steps to reproduce:
1. Create a new Unity project
2. Build to iOS with "Development mode" and "Autoconnect profiler"
3. Open the project with Xcode
4. Build & Run on an iOS device
5. In Unity, attach the profiler to the running app
6. Check the memory consumption shown on profiler
7. Check memory consumption in Xcode's Debug Navigator
Expected results: memory consumption is the same in both tools
Actual results: Unity profiler shows a lower number (~20MB) compared to Xcode's Debug Navigator (~30MB)
Reproduced on: 5.5.4p1, 5.6.2f1, 2017.1.0f1, 2017.2.0b1
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UI Overlay Image gets darker on each Camera when multiple Cameras are used
- Assertion failed on expression: 'scriptedImporterClass == SCRIPTING_NULL error when opening the standalone profiler window
- Disabled assets in Import Unity Package window aren't tracked but count as being selected by user
- [Windows] Crash on GetManagerFromContext when video is playing and creating High Definition 3D Projects after FMOD failed to switch back to normal output Error appeared
- GC Alloc produced when adding items to MultiColumnListView with Auto Assign Binding
Resolution Note (2020.1.X):
Unity Profiler's Total Reserved (and Used) Memory shows memory usage information which Unity counts.
Memory usage in XCode can be higher or lower depending on resident/paged situation and how many allocations came from native plugins.
The Total System Used Memory being 0 in the thread is a bug. It has been fixed separately to report resident size and is being backported.