So I couldn’t for the life of me figure out why the iOS inspector was going above 300MB when looking at memory usage for iPhone. I went into the Unity profiler and saw that while running profiler on the Mac (didnt buy pro to profile on iOS directly yet):
I have Android Pro so the stats from the the Windows/Android are from actually running on my phone profiling. However, it basically matches what I see in Windows editor.
However, I don’t have iOS pro, so I can only profile from the editor on the Mac. I have to look at the memory usage from the iOS sdk memory inspector gadgets thingys to watch memory on it, and it goes above 300MB, which pretty much matches what I see in the editor on the mac. Does that make sense?
I just don’t know why there is such a large memory difference between platforms. Even just going from Windows (android) to Mac (iOS) editor profilers, there is a HUGE difference. All I did was use the same unity project directory between the two…
If someone can’t help me with this, I’ll never be able to publish to iOS even though Android is great. Please help!
Are your texture settings different between the two platforms? Make sure they’re PVRTC compressed. Also, check your quality settings. I’m not sure if they half-size or quarter-size texture settings in there actually affect runtime memory usage, but I would assume they do.
It shouldn’t affect memory since Quality settings can be adjusted run-time. Decreasing texture size by quality is achieved by changing the texture’s mip-level, boosting draw performance by making the texture lookup faster. I don’t believe it does anything to optimize memory allocation since it doesn’t load assets upon adjustment of the quality.
I’m installing Unity 4.3 on my Windows and Mac… I’ll try to figure some more stuff out and also post a more detailed explanation of what is going on if I can’t resolve it.
I’ll also try building to iOS from Windows, then compile on the Mac and see if that helps.