Profiler Memory vs Instruments Real Memory

Hi,

I have a huge difference between the total memory usage shown in the profiler vs the real memory usage shown in Instruments. In the first scene at startup, the difference is about 32mb. After playing around in the scene and instanciating some stuff, the difference goes above 40mb. I’ve tried calling Resources.UnloadUnusedAssets() but it’s not much help.

Unity Pro + iOS Pro + Stripping Level is “Use micro mscorlib” + Development Build checked + Debug mode in Xcode. When unchecking development build and running in release, the “real memory” usage lowers by a few mb.

In an new project with only an empty scene, the difference is about 12mb.

What is this difference and how to proceed to lower it if possible? We are running into low memory crashes on devices such as iPod 4th gen.

Thanks

You should write debug tools such Texture listing with their dimension.
We always find surprises this way… Like Texture they didn’t went though the Resources.Unload or not correctly set from CustomSettings.

EDIT : This looks pretty cool :