long Memory reserved by Unity in bytes. This returns 0 if the Profiler is not available.
The total memory Unity has reserved.
This function returns the total memory Unity has reserved for current and future allocations. If the reserved memory is fully used, Unity will allocate more memory from the system as required.
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"); } }