Memory Profiler tips and troubleshooting
When you use the Memory Profiler package, you should be aware of the following:
Ignore snapshot files
Add the .snap extension to your version control system’s ignore file to avoid committing memory snapshot files to your repository. Memory snapshot files might take up large amounts of disk space.
Define snapshot metadata
When you capture a snapshot, you can generate MetaData on the Player side. If the Player was built from a Project that has the Memory Profiler package installed, it generates some default metadata.
The default metadata consists of:
- MetaData.content: Contains the Project's name, and the scripting version when you capture the Editor.
- MetaData.platform: Contains the RuntimePlatform of the Player or the Editor that you captured, and stores it as a string.
- MetaData.screenshot: A screenshot the Memory Profiler takes at the moment of the capture. Its size is under 480x240 pixels.
When you capture a snapshot, you should define some metadata on the Player side so you can get a good overview of the content of your snapshot. There are two ways to do so:
- When you don't have the Memory Profiler package in your Project, but want to add metadata to your snapshots, register a listener to MemoryProfiler.createMetaData.
- If you have the package in your Project, keep the default data or write a metadata collector. For more information see Add Player hook below.
Add Player hook
To define custom metadata in a Project that has the Memory Profiler package installed, create a class that inherits from
You need to implement
void CollectMetadata(MetaData data) in which you fill
data with the information you want. You can create multiple classes that inherit from
Unity.MemoryProfiler.MetadataCollect but their
CollectMetadata methods have no defined call order.
If you have a class that inherits from
Unity.MemoryProfiler.MetadataCollect, it does not generate the default metadata described in Define snapshot metadata. If you want to keep some or all of the default metadata, go to the file
com.unity.memoryprofiler/Runtime/MetadataInjector.cs and copy the content you want to keep from
DefaultCollect(MetaData data) into your implementation.