Windows memory crash

Hi,

I’m building my game using the latest patched version of Unity (4.5.3p1) but I’m getting memory crashes when running on the old Lumia 520. I’ve run the same build on a more powerful device (the Lumia 925) and profiled the memory being used when using 1x assets so it should be taking up the same amount of RAM, and I take up 165mb, so well within the threshold. The profiler doesn’t show any spikes either to suggest it goes over the threshold before the crash.

Why would this be different when running on the lower device? I’ve not been able to fully profile the game on the 520 as it crashes before the memory manager updates itself again.

Hello, I’m not sure if the memory manager takes into account your executable size. Are your debug symbol include in the build?

Regards,

I guess they probably are on both devices. I’m running the game in Debug mode so that it hooks up to the profiler

If you look inside your XAP file and add all the .dll files size and add it to the used memory do you bust the 180mg?

Nowhere near. the largest of the dlls in the XAP file is UnityPlayer at 3.8mb. the rest of a few kb each

Release configuration from VS works with profiler and that’s what you should use for profiling.

I’ll run again on both devices using Release configuration and see what it shows.

No idea why, but when I run the game in release mode on the 520, during the Unity splash screen the memory just keeps going up and until eventually it crashes.

I’ve grabbed some output from the profiler. The first image is the game up to the menu, the second image is in game on my 925.

1738799--109841--925 start up.PNG 1738799--109842--925 in game.PNG