Why Profiler.usedHeapSize cannot be used after build

I’m using Profiler in my script and I want to get the MonoHeapSize and how many memory do the objects use…
It works perfect in Unity Editor. But it does not work after I build the game and always return 0.

I want to get the data when I run the game. How?
Also I want to get Drawcall number.I tried to use UnityEditor,but it could not use outside the Unity Editor also.

Help me please…

You need to use Profiler.logFile in built players

http://docs.unity3d.com/ScriptReference/Profiler-logFile.html