Hi,
I am profiling my game on Instruments(Xcode) using the Allocations tool and I am getting a big 5.28MB malloc in UnityRepaint() when the game is in the idle state. I want to know what triggered the call. I believe the function is a part of metal but I am not familiar with how that works either. Here is the code of the function :> extern "C" void UnityRepaint() {> @autoreleasepool> {> // this will handle running on metal just fine (nop)> EAGLContextSetCurrentAutoRestore> autorestore(GetMainDisplaySurface());>> Profiler_FrameStart();>> UnityInputProcess();> UnityPlayerLoop();>> Profiler_FrameEnd();> } }
Thanks!
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