the same problem application uses over 300mb ram memory and i get:
recvBuffer.GetSize() >= m_PendingMessage.GetDataSize() “Buffer is not large enough for the message.”
in bacthmode i am able to take sample(only 100mb in ram) , but i want to do that in normal mode
I’ll echo those complaints. My game uses around 300mb on iOS and the profiler is choking when trying to Take Sample.
It also seems to kill the profiler connection entirely when it happens (editor-side; the game is spamming the XCode log with “Skipping profile frame. Receiver can not keep up with the amount of data sent”).
A memory profiler that chokes on insufficient memory when the target uses too much memory is quite ironic
I have the same problem, tried with Unity 4.3.4f1 vs. Windows and iOS players. From what the error message says, it seems to me that the problem is perhaps only in a small size of the buffer that should receive the captured data.
Hopefully this can be fixed soon, it really makes this otherwise great tool kinda useless.
P.S. Would be great to have an option to save the profile result to a text file, it’s invaluable for comparison when you’re working on optimizations.
That would be really useful. As a rule projects with a LOT of scene objects have caused this (large amounts of memory data), but maybe your case is different
4.5.3p3 works for standalone build on PC, however my unity editor still freezes when too much objects in scene. I’ll copy here my message from another thread, sorry for that
I’m trying to profile our game in Unity editor. But unfortunately every time when I hit take sample, whole unity freezes. It looks like, that it has correlation with many objects in scene. When i disable my object pools it works (i have arond 10k game objects, and 30k objects in scene). After enabling pools i have 17k game objects, and 60k objects. I tried to wait some time (cca 10 minutes) but without success.
So now i can profile scene with les then 10k game objects for standalone build.
I find that too many objects causes this problem not memory, because my test project has only about 20-30m memory, while the object count is 33000+. In my test, the threshold of “Total Object Count” that cause the problem is
about 32800.
I have submit a bug report about it.