We’ve recently started doing a memory pass (one of many) on our game and we’ve found something odd that we have not seen in previous memory passes. Under “Other” in the profiler we’re seeing “SerializedFile” at ~23mb on Android. On iOS it’s only sitting at ~3mb. Is there any reason there would be a difference between the two platforms?
Also does anyone know what this value actually means?
Thanks!
I looked into this further and it appears to be from open asset bundles (we keep a cache to avoid loading bundles multiple times). Not sure why it’s so much larger on Android than on iOS though, our code is the same for both platforms. The only difference between the bundles would be shaders/textures, as they’re platform specific.