All Of Memory tab
The All Of Memory tab is only visible in the Single Snapshot mode. This tab displays a breakdown of all the memory in the snapshot that Unity tracks. The memory usage visualized in this tab usually contains large sections of memory that either Unity or the current platform manages. Use this tab to see how much of your application's memory use isn't related to Unity objects, or to identify memory problems in your application that aren't visible in the Unity objects tab.
The All Of Memory tab
The table in this tab displays the proportion of tracked memory that each entry uses. By default, the rows in the table are collapsed. Select the arrow icon in the description column of any row to expand it and see the child members of that row. Select the arrow icon in any expanded row to collapse it.
The All Of Memory tab splits tracked memory into four different top-level categories. The following table describes each category:
Category | Description |
---|---|
Scripting Memory | Displays the memory usage of your scripts or C# plug-ins in your project. Expand the Managed Objects subgroup to see the memory use of individual data types in scripts throughout your project. This could, for example, help you to identify any data structures in your scripts that might need optimization. |
Native Memory | Displays all memory that Unity needs to run the Editor or related background processes. This includes all native C++ code and memory by native objects, such as GameObjects you use in a Scene. Expand this group to see the different kinds of native memory that Unity tracks. The Unity Objects subgroup displays memory that any Unity object in your application, such as a Shader or Texture2D, uses. Use this information to find areas where you could optimize memory use; you can then find these objects in the Unity Objects tab to inspect them in more detail. The Unity Subsystems subgroup displays memory that installed modules or systems use. You can find which modules use the most memory and, if any aren't used, uninstall them to reduce how much memory your application needs. |
Executables And Dlls | Displays the memory of other plug-ins or executable scripts in your application. |
Graphics Memory | Displays how much memory the GPU uses to store objects for rendering. For example, if the CPU passes a Texture2D to the GPU so the GPU can access it for rendering, then the amount of memory the GPU uses to store that Texture2D is displayed in this group. |
The Native Memory and Scripting Memory groups have a Reserved subgroup which contains memory that Unity needs to run the Editor or other background processes. For more information on how to adjust how Unity reserves memory for this purpose, see Memory allocator customization.