g33rt
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Joined: 14 Jan 2014, 16:02

Memory Profiling

17 Apr 2014, 10:00

Hi,

I'm under the impression that the Unity Profiler is missing out on memory allocated by NoesisGUI. Is that correct? can anyone confirm this? And if it is, does anyone have recommendations on doing efficient memory profiling on a NoesisGUI based Unity app on iOS/Android?

Tnx
 
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jsantos
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Re: Memory Profiling

17 Apr 2014, 15:46

Yes, as it happens with drawcalls, Unity misses every allocation done in native (c++). For now, the best option is using the xcode memory profiler in iOS. We use it a lot.

Another option for the future is using our internal profiler (a tool that gets connected to your app and show all kind of profiler stats) whenever it is released. For now, it is an internal tool here.
 
g33rt
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Posts: 23
Joined: 14 Jan 2014, 16:02

Re: Memory Profiling

17 Apr 2014, 16:00

Ok. Thanks for confirming this, I'm getting kicked out by iOS due to memory pressure, even though memory consumption stays below 125MB according to the Unity Profiler. (on iPhone 4s, where I suppose the limit is somewhere around 200)

At least the mystery is cleared out, and I know where look now

Geert

PS: looking forward to the release of your internal profiler ;-)
 
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jsantos
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Re: Memory Profiling

19 Apr 2014, 16:25

There is a problem in the current version of noesisGUI because our basic types are classes instead of structs. This causes extra stress to the garbage collector. Even more in the GC of mono, whose quality is a lot worst than the microsoft implementation. Although this is not publicly recommended you can try forcing a collection on each frame. You will see that the memory consumed improves a lot.
GC.Collect();
GC.WaitForPendingFinalizers();
This problem is solved in 1.2, although yet not public.
 
g33rt
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Posts: 23
Joined: 14 Jan 2014, 16:02

Re: Memory Profiling

20 Apr 2014, 12:46

Ok. I'll do that. Tnx

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