# Better colors in memory map view

**URL:** https://discussions.unity.com/t/better-colors-in-memory-map-view/782962
**Category:** Profiling Tools
**Tags:** Profiling, Feedback
**Created:** [March 29, 2020, 5:32pm UTC](https://discussions.unity.com/t/better-colors-in-memory-map-view/782962 "2020-03-29T17:32:31Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![NuclearC00kie](https://avatars.discourse-cdn.com/v4/letter/n/bc8723/32.png) [@NuclearC00kie](https://discussions.unity.com/u/NuclearC00kie)
#### Post date: [March 29, 2020, 5:32pm UTC](https://discussions.unity.com/t/better-colors-in-memory-map-view/782962/1 "2020-03-29T17:32:31Z")

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I have to use the memory map feature quite often lately.  
I find myself really struggling with the colors chosen for this view.

 ![5644960--586672--heap_64.png](https://europe1.discourse-cdn.com/unity/original/3X/6/d/6d4fd7e219ab1c17efa08dd6f80722df7bea178d.png)  
The Yellow and the blue clearly stand out, but the various shades of grean make it very hard understand what is what.  
I see

- **black:** from the unity pro skin (I assume this is empty memory, but it’s not in the legend so I’m guessing here.)
- **Very dark green:** Virtual memory  
_\*_ **Less dark green:** Native memory (Reserved)  
**\* Medium green:** Native memory (Allocated)

Those colors seem the most problematic.  
Also please try this with your displays set to a low brightness. The different tints of green get even more unreadable.

Additionally I find it very hard to map a section of memory on the bottom of this view, with a tiny square at the top of the screen.  
My eyes start at the section of Memory that I’m interested in, and then have to scan over an array of colors to find the legend.By the time my eyes have found the legend, I forgot the shade of color I was looking for.

 ![5644960--586675--upload_2020-3-29_19-31-2.png](https://europe1.discourse-cdn.com/unity/original/3X/f/1/f1d6b57ae3d29d496d6312921ef31c917107499a.png)

Some potential improvements I see:

- Bigger legends
- More distinct colors
- Displaying the type of memory (+ useful information like size of the block), on hover

Let me know what you think.

Kind regards,

Pieter

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### Author: ![MartinTilo](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/martintilo/32/91392_2.png) [@MartinTilo](https://discussions.unity.com/u/MartinTilo)
#### Post date: [April 6, 2020, 11:08am UTC](https://discussions.unity.com/t/better-colors-in-memory-map-view/782962/2 "2020-04-06T11:08:05Z")

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Hi Peter,

Thank you for the detailed feedback. You’re right and the colors chosen here are a bit too close together. I’ll take a look at improving this and the other points you’ve mentioned when I’m going to go over the different views after my current vacation.

Thanks again,  
Martin

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### Author: ![NuclearC00kie](https://avatars.discourse-cdn.com/v4/letter/n/bc8723/32.png) [@NuclearC00kie](https://discussions.unity.com/u/NuclearC00kie)
#### Post date: [April 6, 2020, 11:30am UTC](https://discussions.unity.com/t/better-colors-in-memory-map-view/782962/3 "2020-04-06T11:30:23Z")

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Thank you for your reply Martin,  
Enjoy your vacation!

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### Author: ![NuclearC00kie](https://avatars.discourse-cdn.com/v4/letter/n/bc8723/32.png) [@NuclearC00kie](https://discussions.unity.com/u/NuclearC00kie)
#### Post date: [April 10, 2020, 12:28pm UTC](https://discussions.unity.com/t/better-colors-in-memory-map-view/782962/4 "2020-04-10T12:28:26Z")

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Hi @MartinTilo

Here’s some more feedback:  
**Tree map:**  
Something that I find myself needing a lot of time:  
**A total amount of allocated memory in the Tree Map.**  
Mockup of expected behaviour:

 ![5694682--594829--upload_2020-4-10_14-10-59.png](https://europe1.discourse-cdn.com/unity/original/3X/4/b/4b796ce6ceb3257830fe9ee1e3d8cdf1473b6dd6.png)  
Having the total amount of memory for each group is interesting, but I’m often also looking for the total amount of allocated memory. I often find myself guessing at it based on the size of the tiles

Also, when you click on a tile in the tree map, you can now see detailed results, but you again lose **the total amount of allocated memory for that tile.**  
Mockup of expected behaviour:

 ![5694682--594832--upload_2020-4-10_14-12-1.png](https://europe1.discourse-cdn.com/unity/original/4X/a/9/c/a9cf6db0abe84a981bb3ad0d9987c552e1a30e78.png)  
Also, there’s no way that I know of, to step back out of the tile details, except for clicking another tile. So once you clicked, you can never see the allocated memory size overview anymore, except by going to the memory map view and back.

**Memory map**  
Navigation of the back button is very tricky because its position depends on the name of the object that you have selected.  
If you’re looking for references, it can be pretty tedious to go back to the diff view because of this.  
Position of back and forward should always be in the same position.  
 **![5694682--594847--upload_2020-4-10_14-26-38.png](https://europe1.discourse-cdn.com/unity/original/4X/c/6/d/c6db54908a51ba071d2298e31c37cf17eb2da592.png)**

Thanks,

Pieter

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<div class="post-metadata">

### Author: ![MartinTilo](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/martintilo/32/91392_2.png) [@MartinTilo](https://discussions.unity.com/u/MartinTilo)
#### Post date: [July 29, 2020, 12:11pm UTC](https://discussions.unity.com/t/better-colors-in-memory-map-view/782962/5 "2020-07-29T12:11:31Z")

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Hi again,

Just a small update on this:

> [@NuclearC00kie](#):
>
> The Yellow and the blue clearly stand out, but the various shades of grean make it very hard understand what is what.  
> I see
> 
> - **black:** from the unity pro skin (I assume this is empty memory, but it’s not in the legend so I’m guessing here.)
> - **Very dark green:** Virtual memory  
> _\*_ **Less dark green:** Native memory (Reserved)  
> **\* Medium green:** Native memory (Allocated)

While we should’ve looked at this earlier, we’ve now discovered that their darkness in 2019.x versions is actually a regression due to Texture2D now assuming non-linear color space by default ☹ . You can track [that issue here](https://issuetracker.unity3d.com/product/unity/issues/guid/1261948/). The main part of the issue is solved but we’re still looking into the other issues that popped up while looking at this.

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<div class="post-metadata">

### Author: ![MartinTilo](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/martintilo/32/91392_2.png) [@MartinTilo](https://discussions.unity.com/u/MartinTilo)
#### Post date: [October 1, 2020, 1:11pm UTC](https://discussions.unity.com/t/better-colors-in-memory-map-view/782962/6 "2020-10-01T13:11:40Z")

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> [@MartinTilo](#):
>
> we’ve now discovered that their darkness in 2019.x versions is actually a regression due to Texture2D now assuming non-linear color space by default ☹ .

FYI, the fix for the Linear Color Space issue has just landed with the release o [com.unity.memoryprofiler@0.2.6-preview.1](https://discussions.unity.com/t/730398/10) . As noted out on the issue tracker item. We’ll continue to look into further issues with colors and Memory Map though.

> [@](#):
>
> Notes:  
> The main issue here seems to be that the colors in the Chart are using non-linear color space while the legend is using linear color space. Linear Color space became the default color space used in new projects during the 2019 cycle, which is why we also treat this as a regression.
> 
> Besides that regression, which is caused by a change in the underlying Unity version somewhere in the 2019.x cycle there are some further aspects to this:
> 
> 1. Some Native Allocations and Native Objects displayed in the Memory Map do not fall within a Native Region and therefore get drawn at 40% opacity
> 2. Even with correct color space, some colors might be a bit too close together or too close to the underlying editor background color (e.g. Virtual Memory in dark theme)
> 3. Memory Map doesn’t use Color Blind color palette when switching the color blind setting on in the Profiler window toolbar.
> 
> This bug case and its associated fix only concern the issues resulting from a project using Linear Color Space.  
> For the side aspects noted above, new bug tickets have been raised to track them and their fixes separatedyl
> 
> 1. a) Native Objects spanning memory address ranges bigger than those covered by the Native Allocations they originate in are being tracked in Case 1278205 [https://issuetracker.unity3d.com/product/unity/issues/guid/1278205/](https://issuetracker.unity3d.com/product/unity/issues/guid/1278205/)
> 
> 2. b) Native Allocations (and the Objects within them) falling outside of Native memory regions, aka “Native Memory (Reserved)” are being tracked as Case 1278203 [https://issuetracker.unity3d.com/product/unity/issues/guid/1278203/](https://issuetracker.unity3d.com/product/unity/issues/guid/1278203/)
> 
> 2 and 3 are tracked as Feature Requests / Necessary Improvements outside of the Issue Tracker.
