profiler ——memory profile

https://docs.unity3d.com/Manual/Profiler.html

memory profile
there are two modes u can use in the memory profiler to inspect memory usage of your application. this is selected in the dropdown in the top-left of the lower panel.

detailed
the detailed view allows u take a snapshot of the current state. use the take sample button to capture detailed memory usage. obtaining this data take some time, so the detailed view should not be expected to give u real-time details. after taking a sample, the profile window is updated with a tree view where u can explore memory usage.

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this displays individual assets and game object memory usage. it also displays a reason for a game object to be in memory. common reason include:
1/ assets: asset referenced from user or native code
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2/ built-in resources: unity editor resources or unity default resources
3/ not saved: game objects marked as don save
4/ scene memory: game object and attached components
5/ other: game objects not marked in the above categories

click on a GameObject in the list to view it in either the project or the scene view.

when profiling in the editor, all numbers displayed by the memory profile indicate the memory usage in the editor. there are generally larger than when running in a player, because running the editor adds extra memory. for more precise numbers and memory usage for your app, use the profiler connection to connect the running player. this will give the actual usage on the target device.

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