long The amount of unused memory in the reserved pools. This returns 0 if the Profiler is not available.
Unity allocates memory in pools for usage when unity needs to allocate memory. This function returns the amount of unused memory in these 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"); }
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