
I’m running the DetectLeaks.cs script with a bare bones scene on the iphone.
Just a camera with this script and thats it.
it shows in ActivityMonitor, that it’s using 13mb’s of memory and the image above is a screenshot of the assets count.
Can anybody explain what is being loaded in a scene that’s supposedly empty?
Where in the world is 42 Textures? 18 meshes? I did not import any packages nor any other assets of any kind.
Is this GUI assets? is there a way to prune these or keep them in check somehow? 13mb is ALOT of memory considering I have to stay under 40mbs for the game in total.
Thanks for any help,
John
I show an empty scene clocking in at 10.7mb, so GUI is consuming some memory for you there (yes, that’s where your textures are coming from).
10mb of just engine might sound scary, but its really not that bad. I’m working on a 2d game that’s very heavy on textures and sound right now, and I never have more than 25mb in use at a time (so roughly 15mb worth of assets). Just use PVRTC on all your textures, keep your sound at a reasonable frequency, and break up your game into multiple levels at logical points.
I dont uderstand, why they are allocating textures for GUI, even when I dont use it… :((
Sanjuro
did you import a gui skin into the project?
If so get rid of it.
Hi Dreamora…
nop… I even dont know, how I could do it
Is there any way, how I could check it ?
as I said, when I was using GUI, those textures had names… when I removed anu use of GUI, they are there still, but unnamed 
thanks for any reply 
I have found just by having any “OnGUI()” in your app, instantly adds a bunch of overhead and memory. We have opted to avoid using any built in GUI elements because of this and other reasons.