The question raised during my attempt to make totally memory allocations-free game ( iOS/Android ) during the gameplay. The example will be the pixel perfect camera. In the editor it allocs every frame ~360 B for onGUI(). And then I learned that it happens only in the Editor. I checked the build and it still allocated same amount of bytes every frame. And then I finally found information that this will happen for the Development Build and not for the Release Build. So, as far as I know there is not any way to profile the Release Build so we have to take it for granted. Maybe I’m missing something here…
My questions are:
- Is there a way to recognize what will surely not be allocated in the Release Build?
- Or is there a way to profile a Release Build (iOS and Android)?