Help: Texture2d 2MB in bin but 18MB in runtime Memory

Hi,

We have found that a 2048x2048 multiple Sprite(2D and UI) saved as PVRTC 4bits just cost 2MB in build size, while 18MB in the runtime MemoryProfiler. And also a 4096x4096 Sprite saved as RGBA 16bit cost 32MB in build size while 64MB in MemoryProfiler.

Is it a normal phenomenon or being used in a wrong way?

Run your build on the device and connect to the profiler and look what you get there.
Like the nice text in the profiler is saying “memory usage in editor is not as it would be in a player”

thank you, seems right on the device.