Hello,
I'm a bit confused about how Unity3D do handles memory usage.
I have stretched the memory usage to the max in order to be able to support the iPad mini 1st Gen with it's limited memory (Over 200 MBs will make my game crash)
Large part of memory consumption is duo to the meshes (We use lots of different meshes, each with it's own data)
That's now not a problem, I'm a little under the limit so all running fine, but what is surprising is that when I run the game on iPhone 4 (Which have total memory exactly the same as iPad mini 1st Gen), my used memory goes to as low as 90 MB.
Can I know what is the reason behind that.
Is there any explanation behind that? I'm 100% sure the texture quality is the same on both devices, and all my textures are 40MB, so there's a reduction of almost 70 to 100 MB in RAM usage (I'm checking that using xCode)
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