How to Reduce Unity Reserved Memory

My system has 1 GB RAM only. When I try to run the application, then it shows that unity reserved some memory. When I check it then it found to consume 478 mb already. It reserved these space for its internal use. I also reduce the size of textures in unity3d. Then it shows the same result. Can some one help me to reduce the reserved memory. So that my application can smoothly run on phone. Please help?


Have you tried reducing your 130MB of textures and 140MB of audio?

Also what phone spec are you targeting? An obsolete Samsung S4 from over 4 years ago has double the RAM than your “system” (PC?) has.

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I already reduced the size of textures and audio.
Now, Texture size is around 60MB and audio is around 100MB.

I tried it on I-phone with 1GB RAM. But it crashes when I launch it. I check it on XCode too about memory consumption then it shows that it already consumes a lot of memory by other application that are still not in running state.

Have you tried profiling a build instead of the editor? The editor itself is notorious for pulling resources and messing up the numbers.

Yes, I launched it on iPhone and check memory consumption on XCode. Then it shows that my application takes 17% memory and other consumes the rest. Instead they are not in the launch state.

My inclination is to tell you to not worry about it and just limit the game to iPhone devices that have more than 1GB. If the following website is to be believed then 41% of iOS users have at least 2GB of RAM.

https://david-smith.org/iosversionstats/

I’m not aware of any statistics for Android, but almost half of Unity mobile gamers have more than 1GB.

http://hwstats.unity3d.com/mobile/mem.html

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Isn’t that a no? Connect the Unity profiler to your app on a real device and see what comes up.

Hey @Ryiah , thanks for the advice But how can I convince client to use 2 gb when she already has 1gb RAM. Can you give some proper solution. @Ryiah @Kiwasi

Now i created a blank project. It has nothing in it and when I check its memory consumption, then it says the

same thing that it consumes a lot of memory internally. Can you tell any way to reduce these consumption.

Is it your editor or your build that you’re concerned about?

On iOS phones you usually have max 50-70% of total memory available for your game depending of the model and even then it can be living on the edge on some users phones.

Also don’t show an editor profiler pic for desktop project even if its an empty scene. On build there are things stripped of and for mobile profiling you should attach the profiler to the game running on the device.

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with an empty project i get over 1.3 gb where is the problem?

Is that an empty project? Why would an empty project have 32 gameobjects in the scene?

I have no fu**in idea bro
This screen is from laptop in unity editor, it say gameobjects 10 but how can you see there is just the camera

5459709--557763--upload_2020-2-9_14-46-3.png

When you profile a project running inside the editor (as opposed to running inside an external build) the editor’s resource usage is added to the profiler. You need to make a build and profile that to see what the actual minimum usage will be.

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It looks like you have some assets in the project. Do you have any Packages included, too? It’s entirely possible for tools to add hidden objects to the scene which they then use to do their thing.

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