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Closelong 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.
using UnityEngine; using UnityEngine.Profiling;
public class Example : MonoBehaviour { void Update() { Debug.Log("Total Reserved memory by Unity: " + Profiler.GetTotalReservedMemoryLong() + "Bytes"); Debug.Log("- Allocated memory by Unity: " + Profiler.GetTotalAllocatedMemoryLong() + "Bytes"); Debug.Log("- Reserved but not allocated: " + Profiler.GetTotalUnusedReservedMemoryLong() + "Bytes"); } }