To customize allocator settings you can either edit the configurable values through the Unity Editor or supply them as command line arguments.
For more information on how the values affect each allocator, refer to Native memory allocator examples.
You can use command line arguments to set the size of each allocator. To find the name of the allocator parameters you want to change, check the list of allocator settings the Editor and players print when they start up.
For example, to change the block size of the main heap allocators, use the following:
-memorysetup-main-allocator-block-size=<new_value>
For a full list of command line arguments, refer to Native memory allocators reference.
To ensure your settings improve performance, profile your application before and after making changes. For more information, refer to the Profiler overview page.
You can also use the Profiler Analyzer package to measure changes. The ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary Analyzer enables you to compare multiple frames, and two different Profiler captures to each other. Comparing two captures is useful for highlighting differences in allocator performance between two different runs with different settings.
You can also check the memory usage reports, which are available in the log when you close the Player or Editor. To find your log files, follow the instructions on the log files page.
Unity stores allocator settings in MemorySettings.asset
, which populates the boot.config
file with the modified settings at build time. This means new settings take effect at every build.
In the Editor, the boot.config
is in the ProjectSettings
folder. It gets updated every time Unity imports or changes MemorySettings.asset
. New values for the Editor only take effect on the next Editor startup.
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