Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseThe Application._lowMemory
event occurs when your application receives a low-memory notification from the device it is running on.
This only occurs when your application is running in the foreground. You can release non-critical assets from memory (such as, textures and audio clips) to avoid the application from being terminated. You can also load smaller versions of such assets. In addtion, you should serialize any transient data to permanent storage to avoid data loss if the app is terminated.
The Application._lowMemory
event is supported on iOS, Android, and Universal Windows Platform (UWP) and it corresponds to the following callbacks on different platforms:
UIApplicationDelegate applicationDidReceiveMemoryWarning
onLowMemory(
) and onTrimMemory(level == TRIM_MEMORY_RUNNING_CRITICAL)
MemoryManager.AppMemoryUsageIncreased (AppMemoryUsageLevel == OverLimit)
Note: For UWP, this event does not occur on desktop and only works on memory constrained devices, such as HoloLens. The OverLimit
threshold specified by the OS in this case is so high that it's not reasonably possible to reach it and trigger the event.
Following example shows an example of handling the callback:
using UnityEngine; using System.Collections; using System.Collections.Generic;
class LowMemoryTrigger : MonoBehaviour { List<Texture2D> _textures;
private void Start() { _textures = new List<Texture2D>(); Application.lowMemory += OnLowMemory; }
private void Update() { // allocate textures until we run out of memory _textures.Add(new Texture2D(256, 256)); }
private void OnLowMemory() { // release all cached textures _textures = new List<Texture2D>(); Resources.UnloadUnusedAssets(); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.