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I want to know this to debug my app. I deeply suspect it's the lack of memory that caused the app crashed. Thanks!

Niubility
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  • Post the crash log and we'll have a look what caused the crash. At the moment you are grasping at straws. – Droppy Oct 11 '16 at 08:41
  • You can use xcode, AndroidStudio or Visual Studio based on platform. This will return accurate memory usage as opposed to Profiler which provides Editor usage. – Everts Oct 11 '16 at 09:44

1 Answers1

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You should use the Profiler. Here, the section dedicated to memory.

An extracted from the documentation (Simple mode):

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The Simple view shows a simple overview how memory is used throughout Unity in real-time on a per-frame basis. Unity reserves memory pools for allocations in order to avoid asking the operating system for memory too often. This is displayed as a reserved amount, and how much is used.

The areas covered by this are:

  • Unity The amount of memory tracked by allocations in native Unity code
  • Mono The total heap size and used heap size used by managed code. This memory is garbage-collected
  • GfxDriver The estimated amount of memory the driver is using on Textures, render targets, Shaders and Mesh data.
  • FMOD The Audio driver’s estimated memory usage
  • Profiler Memory used for the Profiler data
Andrea
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  • Thanks very much! But actually I want to know the unused memory of the whole system, or the mobile phone, instead of the memory about this application. So do I have some ways to know that(how to code in Unity3d)?:) – Niubility Oct 12 '16 at 06:22
  • I'm very sorry, but I've never accessed it through code. A suggestion, try to look at here: http://stackoverflow.com/questions/278071/how-to-get-the-cpu-usage-in-c. It's a post related to PerformanceCounter, available on C#. Maybe you could find it useful, I think you can use it on Unity too. Hope this helps ;) – Andrea Oct 13 '16 at 08:33