Texture2D memory issue

I’ve just found out that

Texture2D tex = new Texture2D(256,256,TextureFormat.ARGB32,false);

eats about 0.6mb on the device.

Am I missing something here ?
2562564 = 0.25mb

How did you find that exactly? If by looking at activity monitor - it is kinda not accurate - it shows both memory used by unity (so you can have script access) AND by openGL

Yes, I was looking at the activity monitor.
I don’t understand why it is inaccurate.
To make my test more reliable it works this way. I have a empty scene with one script attached to the camera.
The scripts shows six OnGUI buttons.Each of the button instantiates a prefab ( a single plane ),
loads a unique texture and sets it. I have to point here that instantiating the first object eats something around
1.5mb, all other instantiations stay at 0.6mb

As i said - it counts BOTH unity memory and opengl memory - it is inaccurate in sense that this is not unity-only memory

I think the reason for this is very simple. Texture created manually is by default ‘Is Readable’
so Unity holds an extra copy of the texture in RAM. It makes no sense on iOs but this is probably
how the engine is working…