Hello, friends.
In my recent works with the Oculus Quest, I have found a particular issue that is driving me a little bit crazy.
I have been working with a simulation for some months that runs fairly smooth. Hovewer, a week or so ago, the app started crashing. I found after a quick debug that is was a RAM thing. Quest has about 4 gigas.
It was fairly strange, since we didn’t add something that were not already in the project. I spent the week adding and substracting parts of the project to see what of them spent the most ram.
My atonishment went up were I saw the numbers.
I debug directly in the Quest, using a development build tied to Unity profiler. With everything on scene (except the part that made the app crash), I had like 3.5 gb or so, very near to the crash limit. Every time I extracted a part of the project (which I estimate is like 40% of the scene), the ram usage got reduced by something between 0.25 and 0.5 gigas. I then added the part that made the project crash, and were something like 3.5 again.
Then, I tried an empty scene. The empty scene were like 2.5 gigas.
The numbers in the profiler also have similar data. It says that there are less than a gb used, but below theres a Total System Memory usage of 3.5 gb.
It is really Unity using 2.5 gb of RAM, of the 4 I have, just for existing? Is this normal? Searching on the web, I have found that overhead is usually lower.
Again, I am not profiling in the editor, is a development build, so I expect the overhead to be lower.
Is there any better way to see how much RAM everything uses?