When I using Profiler to profile my ios APP, I notice a large memory is used by ‘Other/Objects’ when looking the Detailed memory usage.
After several test, I found the behaviour of that part of memory is very similiar to ManagedHeap which is shown in Editor Profiler or Android Profiler but not in iOS Profiler.
Now I’m assuming the ‘Object’ is playing the role of ManagedHeap since I’m using il2cpp.
Can anyone confirm me with that? And does the ‘Object’ behave exactly like the ManagedHeap which for more specific only goes up and can never be released.
There was a bug in unity 2018.1 and prior, where Other - Objects, is collecting its amount from several objects that unity contains already in categories such as assets, scenes, asset bundles, gfx memory is also included, so that’s can be ignored, given that those are duplicate data. I’d recommend testing in 2018.2 and later.
Hi all, apparently there was never filed a bug report for the issue where objects where reported double, once under a proper root and once under Other → Objects, so lets treat this thread as one. The issue was resolved in 2018.2.0a6 and the fix was back-ported to 2017.4.19f1
That means any versions after that have that fix included (i.e. 2018.3.x, 2018.4.x, 2019.1.x, 2019.2.x, 2019.3.x, …). If there are any issues that appear similar to this, please do file a bug with a repro project through the bug reporter. The data shown by the (memory) profiler should be reliable (and actionable) and we’d want to fix whatever we can where that is not the case.
@blueteak That version should have the fix mentioned in this thread so whatever you’re seeing is likely a new issue. Please file a bug report so we can investigate and fix this.
This was captured during async scene loading. The scenes are stored in asset bundles. Once the load is complete the Other->Objects goes away, however during the load the memory spike has caused the game to get evicted for OOM (Android).