long The amount of memory allocated by Unity. This returns 0 if the Profiler is not available.
The total memory allocated by the internal allocators in Unity. Unity reserves large pools of memory from the system. This function returns the amount of used memory in those pools.
function Update() { Debug.Log("Total Reserved memory by Unity: " + Profiling.Profiler.GetTotalReservedSizeLong() + "Bytes"); Debug.Log("- Allocated memory by Unity: " + Profiling.Profiler.GetTotalAllocatedSizeLong() + "Bytes"); Debug.Log("- Reserved but not allocated: " + Profiling.Profiler.GetTotalUnusedReservedLong() + "Bytes"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { Debug.Log("Total Reserved memory by Unity: " + Profiling.Profiler.GetTotalReservedSizeLong() + "Bytes"); Debug.Log("- Allocated memory by Unity: " + Profiling.Profiler.GetTotalAllocatedSizeLong() + "Bytes"); Debug.Log("- Reserved but not allocated: " + Profiling.Profiler.GetTotalUnusedReservedLong() + "Bytes"); } }