Unity Profiler strange

Hello,

I’m having massive memory problems with textures, so i decided to use the profiler for the first time.

I ran it in the editor, shocked to see it says im using 700MB in texture memory. I just have a 256x256 terrain and some trees on it, a prefab house, and the Unity advanced4water . Im like wow, if I have so little on the screen and thats already 700mb how do other people who write these huge games do it, they must be using a tera byte of RAM in the browser!

Just as a test i select “new” from the file menu to create a blank scene, then i ran that in the profiler, it says I have over 2100 textures consuming 22mb and over 3000 assets??? this is with a BLANK project containing just a camera and a light.

Attached is a screen shot of the profiler.


Maybe im not using the profiler correctly?

Anybody have an idea what im doing wrong?

Thanks

Profile the runtime, not the editor, which has many assets required to display all the stuff in the inspector and so on.

–Eric

Hello eric,

Thanks for your help.

So its the inspector thats using 3600 assets and 2147 textures? in a blank scene! amazing!

I guess you mean to do a WebGL build and run that in the browser and then use the profiler?

Thanks

Yes, profiling the build is more accurate. The editor is written with OnGUI code, so there are a lot of buttons and widgets and fonts and stuff that you don’t have in a build.

–Eric