{"_id":"com.unity.memoryprofiler","name":"com.unity.memoryprofiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","provider":"upm","versions":{"1.1.12":{"_upm":{"changelog":"### Changed\n- Unified the display of unnamed native Unity objects in all tables, including the Reference tables to be `\"<No Name>\"`.\n\n### Fixed\n- Fixed two native memory leaks during snapshot opening.\n- Fixed search field alignment in small memory profiler window configurations ([UUM-133948](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-133948)).\n- Fixed error “InvalidOperationException: is a persistent scene object on Transform on GameObject that does not map to a prefab!“ on opening snapshots containing prefabs that are in the process of getting unloaded via the delayed deletion queue.\n- Fixed that table searches did not reliably allow searching for `\"<No Name>\"` objects, aka native Unity objects that do not have a name set to their `.name` property.\n- Fixed the \"Reset Opt-Out settings for dialog prompts\" button in the Memory Profiler preferences to work with the new `EditorDialog.DisplayDecisionDialogWithOptOut()` API in Unity 6000.3 and newer.\n\n### Added\n- Added a status and hint to the selected item details for persistent scene objects in the delayed deletion queue.\n- Added the hint to set the `.name` property for unnamed dynamic assets, even when they are marked as `DontDestroyOnLoad`.\n- Added a warning box to non-prefab scene objects (i.e. they are *NOT* assets) with the `HideFlags.DontUnloadUnusedAsset` set, additional to the warning logged on opening snapshots containing such objects. The warning message was also extended to highlight that this is a mistake in the project code that will lead to unexpected behavior. Always use the method `Object.DontDestroyOnLoad()` to move scene objects (GameObjects and their components) into the `DontDestroyOnLoad` scene to properly keep them from being unloaded as the `HideFlag.DontUnloadUnusedAsset` will be ignored for non-asset."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.12","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"485b5ba42ef51b74e0823bf3f28fb0d6e7beb5fa","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.12.tgz"}},"1.1.11":{"_upm":{"changelog":"### Fixed\n- Fixed an occasional deadlock when switching the table modes between Allocated, Allocated and Resident and Resident.\n\n### Changed\n- Adjusted the search logic for the Memory Map table to not just filter by the content of the *Name* column but now also by the *Address* or *Type* and deals properly with nested table entries in the same way search works in the other tables."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.11","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"3c0d9318643e460d2946ff5a657d4cefcee3ddd7","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.11.tgz"}},"1.1.10":{"_upm":{"changelog":"### Added\n- Added a \"Shortest Path To Root\" tab to the References section. This shows the shortest path to what roots every object or (referenced) native allocation to memory. Note that it shows only *one* path and that it is only guaranteed to be the shortest path within all paths to the strongest binding type of root. There can be multiple paths and even shorter ones in weaker binding root types, none of which are currently shown in this list. While there are more insights to be gained by inspecting all paths to root, this additional view should provide a quick starting point, particularly for long and complex reference chains where the *Referenced By* tab might never drill deep enough to get to a root. For Unity Objects where the shortest path for their Managed Shell ends in a different root than the native object, both paths are shown.\n- Added entries for the \"Impact\" any object has on the overall memory usage to the new *Impact* section of their *Selection Details*. This *Impact* includes their own memory usage as well as the proportional amount of the *Impact* attributed to objects and allocations that the object references. That is to say, if it is the only one referencing another object, the *Impact* of the other object is added to its impact in full; if others reference that other object, the *Impact* of the other object is distributed among all those referencing it. To ensure no byte gets lost due to rounding issues, the references to a shared object that were found first might get 1 B more added to their *Impact* than the references found later. When a *Unity Object* is selected that consists of both a native and a mangaged object, the *Impact* for each is shown separately, as it might differ or fully include the other. For example, if the Managed Shell of a MonoBehaviour is rooted to a static field, the *Impact* of the Managed Shell is shared with the native object and all managed reference, but the *Impact* of the native object's *Impact* is not attributed to the managed shell or the static field root, as it exclusively bound to the lifetime of its GameObject and Scene. In case of an Asset however, the native object's *Impact* would be shared with the static reference chain, as that chain will keep it from being unloaded by `Resources.UnloadUnusedAssets()`.\n- Added an option to the Memory Profiler's preferences to disable the calculations needed for the above mentione Impact and Root determinations. While we did our best to consider all possibilities, there might be edge cases where these calculations cause issues while opening a snapshot, and the capture opening times might increase due to these calculations. You can therefore disable the calculations, but please report any errors you may encounter, so that we can fix them.\n\n### Fixed\n- Snapshot panel and details panel size and toggle state are now persisting.\n- Fixed a few smaller managed memory leaks in the UI.\n- Fixed Memory Usage module UI in Profiler Window in light mode having too dark a background color.\n- Fixed a broken profiler target selection dropdown on Unity 6000.5 with a nullpointer exception thrown during EditorStyles.toolbarDropDown inside PlayerConnectionCompatibilityHelper.GetPlayerDisplayName.\n- Fixed a native memory leak in the ManagedData constructor and when loading the dumped managed heap bytes out of a snapshot file.\n- Fixed the toggle labeled \"Show Address in Call Stacks\" so it does what it says, instead of the opposite.\n- Fixed the *Selection Details* for Unity Objects without a Managed Shell claiming the object to be \"Referenced By: 0\" where they totally had native references.\n\n### Changed\n- Improved performance for table sorting.\n- Unrooted memory is now broken down by allocation for snapshots taken from 6000.3 or newer even if the Editor is not in `internal mode` and the snapshot was not taken from a Player or Editor started with the command line option `-enable-memoryprofiler-callstacks`. With that option these allocations are grouped by their Memory Label."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.10","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"34fef3cbda0a6cf7c18d9e7be7b8dbf5550be8eb","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.10.tgz"}},"1.1.9":{"_upm":{"changelog":"### Changed\n- Renamed Unknown to Unrooted as that more properly describes these allocations. Further, if a snapshot is taken from a Player or Editor is started with the commandline option `-enable-memoryprofiler-callstacks` (only available for 6000.3 or newer, for older versions Unity's source code would have to have been compiled with the precompiler directive `ENABLE_STACKS_ON_ALL_ALLOCS`) AND when doing so on a Unity version where the bug ([UUM-116049](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-116049)) has been fixed, AND if the Unity Editor opening the snapshot is in `internal mode`, then the Unrooted allocations are split out into the Memory Labels which had been used for their allocation. Note: this is predominantly a debug tool for Unity Engine developers to fix their unrooted allocations."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.9","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"077eae9ba83aea271c0bc851db0a04390a9bc993","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.9.tgz"}},"1.1.8":{"_upm":{"changelog":"### Added\n- Adde an option to the Memory Profiler preferences to consider all pointer sized fields as potential pointers to native allocations. By default such fields are only considered when they are found on types in the `Unity.Entites` namespace, which helps analyse DOTS and Entities usage of unmanaged memory. Turning this option on can improve reference discovery for native memory, but can also produce false positives and slow down snapshot opening times. If you want to make your own usages of memory allocated vie `UnsafeUtility` easier, it is recommended to instead store references to it as actual pointers or `IntPtr`s.\n\n### Fixed\n- Compilation issues on Unity versions between 6000.0.0a1 and 6000.0.52f1.\n- UI issues due to too long paths and resulting failures to import the files.\n- Fixed potential duplicates in Unity Objects table not finding potential duplicates if their resident memory size differs ([PROFB-367](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-367)).\n- Fixed discrepancies in the resident amounts given for native and managed memory on the Summary page compared to the All Of Memmory Page when inspecting captures from IL2CPP. The resident amounts used for the VM memory where not properly reattributed.\n\n### Changed\n- Improved the analysis of managed data to find DOTS/Entites related references to unmanaged memory when that memory is referenced from types in the `Unity.Entites` namespace.\n- Switched on resident memory breakdown for the managed memory section on the Summary page."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.8","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"8c7176da5e5a84d90a7595fc90e45938a7166301","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.8.tgz"}},"1.1.7":{"_upm":{"changelog":"### Added\n- Added a UTC timestamp, as well as the current frame count, Time.realtimeSinceStartupAsDouble and (when capturing a snapshot from a Unity Editor) EditorApplication.timeSinceStartup to the default snapshot metadata injector (which is included in builds made with this version of the package included, unless a [`Unity.MemoryProfiler.MetadataCollect`](https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/api/Unity.MemoryProfiler.MetadataCollect.html) instance is present). This should make correlating snapshots to timing captures easier. The time reflects the start of the capture taking process and the metadata can be observed by hovering the snapshot in the list of captures (while not in Play Mode).\n\n### Fixed\n- Fixed loading of a capture with an invalid native root allocation reference from a graphics resource ([PROFB-359](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-359)).\n- Fixed an issue where the list of snapshots would jump to the wrong position after opening one.\n- Fixed issue where non-Latin characters in a project's Product Name would result in an incorrectly named memory snapshot file ([PROFB-346](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-346)).\n- Fixed case where it was possible to rename a snapshot to an empty string.\n- Fixed SnapshotDataService leaking when opening and closing the Memory Profiler window.\n- Fixed repeated references via multiple fields on the same object leading to a status of \"Bug! Liveness Reason Unknown\" on the referenced object ([PROFB-351](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-351)).\n- Fixed an issue where managed references to smaller native alloctions (<16B), e.g. for NativeArrays, would not be found and listed in the References To or Managed Fields list, instead refering to a reference to a Native Region ([PROFB-353](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-353)).\n- Reattributed PlayStation 5's GPU memory from Native to Graphics in the Summary view and All Of Memory table.\n- Fixed inclusion of allocated GPU memory on the PlayStation 5 on the All Of Memory table under `Native > Unity Subsystem > Unknown`. Instead, it is now shown under `Graphics (Estimated)` and/or `Untracked > Graphics`.\n- Fixed icon for captures made on Apple Vision Pro.\n\n### Changed\n- Improved the handling of exceptions thrown during a snapshot opening process so that previously opened snapshots apear properly as closed int UI and a mismatch between UI and loading state do not lead to follow on-exceptions.\n- Improved the documentation for [`Unity.MemoryProfiler.MetadataCollect`](https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/api/Unity.MemoryProfiler.MetadataCollect.html).\n- Added GCHandles allocated for managed objects to the list of references if they are not associated with a native object (where that native object would then be placed in the references list).\n- Clarified that the option to break down reserved memory only affects reserved native memory to avoid confusion ([PROFB-369](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-369))."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.7","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"d0bd392e7bec8cbebdfc8d3269c8a0f961ad20b2","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.7.tgz"}},"1.1.6":{"_upm":{"changelog":"### Added\n- Added info on which scripting backend a snapshot was captured from to the tooltip of the snapshot's entry in the snapshot list.\n\n### Fixed\n- Fixed calculation leading to an attempt to allocate negatively sized NativeHashmap<SourceIndex,UnsafeList<int>> backing memory for large connection maps for projects with Collections package versions <2.1.\n- Fixed the Memory Usage module details UI in the Profiler Window not getting properly overridden by UI from the Memory Profiler package. Compared to the state in 1.1.3 this override now also shows Resident vs Committed memory (where those counters are available in the profiler data), counts for the Top Unity Object categories and a bar for all GC Allocated In Frame split into main thread and other threads. The display for bar graphs has also been fixed.\n- Fixed the summary page's Top Unity Objects table showing incorrect Description texts on selecting elements of the table.\n- Fixed the manage object sizes given for boxed value types, which were missing the size of their object header."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.6","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"a81a96b9c9bda24f5fea9e558aab1914fe252dc0","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.6.tgz"}},"1.1.5":{"_upm":{"changelog":"### Added\n- Managed fields referencing native allocations are now parsed as references. References show up in the References To tab for the managed objects holding the references, as well as in the Referenced By tab for native allocations under `Native > Unity Subsystems > UnsafeUtility` in the All Of Memory table. Note that this is not an exhaustive list of all references to these allocations, as stack variables could reference them as well but are not part of the snapshot. Thus, a native allocation without references is not necessarily leaked.\n- Native Allocations (e.g. those listed in `Native > Unity Subsystems > UnsafeUtility` in the All Of Memory table) are now named based on the field and object information of the first managed reference to them, making them easier to parse than address values and stand out from the list as having reference information.\n\n### Fixed\n- The Boehm GC treats any pointer sized field as potential managed pointer. So far the Memory Profiler only examined reference fields to find referenced objects (outside of those directly held by static fields or GCHandles). The Memory Profiler does not yet follow this logic as it would end up finding invalid Managed objects, but it now finds references from unsafe pointer fields to Managed Objects that are also held by a GC Handle.\n- The Managed Fields table now shows any pointer sized fields that might be holding managed objects as referencing these managed objects (Note: if they are not referenced otherwise, they won't sho up in the other tables).\n\n### Changed\n- The References To table now shows field information for references held by managed fields"},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.5","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"478379f889852f1ed54983179550224c8746899a","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.5.tgz"}},"1.1.4":{"_upm":{"changelog":"### Added\n- Added memory amount taken up by static field data to Virtual Machine Memory description when selecting it. It usually is a very small portion of the VM but it is one that all snapshots already have data for.\n- Added snapshot meta data description (reported via an implementation of [`Unity.MemoryProfiler.MetadataCollect`](https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/api/Unity.MemoryProfiler.MetadataCollect.html) or [`Unity.Profiling.Memory.MemoryProfiler.CreatingMetadata`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Unity.Profiling.Memory.MemoryProfiler.CreatingMetadata.html)) to the tooltips of the snapshot screenshot images.\n\n### Fixed\n- Fixed native sizes getting trimmed down for Native Objects captured in snapshots from Unity versions before 2022.2, when their Native Allocations did not fall within reported memory regions. This trimming falsely assumed proper memory region reporting.\n\n### Changed\n- Improved object size information in selection details view; now lists Graphics memory.\n- Showing Graphics sizes in All Of Memory table for snapshots of Unity versions prior to 2022.2 and adjusting native sizes to rely on Profiler.GetRuntimeMemorySizeLong data for these captures.\n- Switched Unity Objects table and summary to use the explicitly reported graphics sizes for all snapshots taken from 2022.2 or newer, instead of 2023.1 or newer. 2022.2 and 2022.3 had this data but was displaying graphics sizes based on calculations using Profiler.GetRuntimeMemorySizeLong data. Earlier 2022.2 and 2022.3 versions had different bugs in the reported values for the explicitly reported graphics sizes so snapshots taken between version 2022.2.0a8 and 2022.3.7f1 might have shown different graphics and native sizes on the Unity Objects table vs what the All Of Memory table was showing for them. Small discrepancies in native memory reporting, that also might have had an influence on the graphics and native sizes shown in the two tables have been fixed in 2022.3.43f1 so for the most reliable data, use that or a newer version for profiling.\n- Grouping all `Graphics > <No Name>` entries into one. If you have these, please update to at least Unity patch version: 2022.3.44f1 or 6000.0.0b16\n- Improved the documentation for `MetadataCollect` API.\n- Opening the Memory Profiler window no longer starts indexing the `assets` search provider by default, leading to potential crashes."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.4","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"03789eeb3bca97e297c66c2799360f012cb4fdd8","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.4.tgz"}},"1.1.3":{"_upm":{"changelog":"### Fixed\n- Static field references were only listed in the References view if they directly referenced the selected item, i.e. a static field referencing an object B that referenced the selected object A would only show object B, but not the static reference to B.\n- Fixed an ArgumentOutOfRangeException when opening the Unity Objects page in compare mode with 2 snapshots that were captured without capturing Native Objects.\n- Fixed a NullReferenceException when opening the All of Memory page in compare mode with 2 snapshots that were captured without capturing Native Objects but with Native Allocations, both from the same session.\n- Fixed the ID numbers for Graphics objects on the All of Memory page in compare mode with 2 snapshots that where both captured from the same session to be their Native Object's instance ID.\n\n### Changed\n- Adjusted package dependency on Unity.Collections down to 1.2 to retain compatibility to 2022.3 without forcing to update Unity.Collections to 2.1 or newer."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.3","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage.","keywords":["profiler","memory","memoryprofiler","snapshot","profiling","tool"],"dependencies":{"com.unity.burst":"1.8.0","com.unity.collections":"1.2.3","com.unity.mathematics":"1.2.1","com.unity.profiling.core":"1.0.0","com.unity.editorcoroutines":"1.0.0"},"dist":{"shasum":"28604cc812daae598eed7e0e8c7c4d94a6ad5975","tarball":"https://download.packages.unity.com/com.unity.memoryprofiler/-/com.unity.memoryprofiler-1.1.3.tgz"}},"1.1.2":{"_upm":{"changelog":"### Fixed\n- Fixed Memory Profiler UI freezing on selecting Unity Objects when the search index hasn't been built yet.\n- Reattributed Nintendo Switch's reserved GPU memory from Native to Graphics in the Summary view and All Of Memory table.\n- Improved the performance of the Managed Data Crawler by using the Job System when parsing managed array data with potential references to managed objects. In some worst case scenarios this brings the opening times down from several hours to <5min, thereby fixing [PROFB-191](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-191).\n- Fixed misalignment of managed object sizes shown in the All Of Memory table vs. what is shown in the selected item details where that was caused by faulty readings of the managed heap data in the package (reading something as a potential reference to effectively random memory that looks close enough to a valid object, but not quiet), or faulty data reported by the capture backend (caused by e.g. the capture process allowing the creation of new Unity Objects between capturing the managed heap data and reporting all GC Handles held by currently alive Unity Objects(UUM-77449, fixed in 6000.0.16f1, 2022.3.43f1 2021.3.44f1) and/or an incomplete reporting of reserved but unused heap bytes ([UUM-53413](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-53413))) leading to the package \"discovering\" managed objects that can't reasonably exist as live objects because their size exceeds the reported heap bytes. ([PROFB-118](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-118))\n- Fixed inclusion of allocated GPU memory on the Nintendo Switch on the All Of Memory table under `Native > Unity Subsystem > Unknown`. Instead it is now shown under `Graphics (Estimated)` and/or `Untracked > Graphics`.\n\n### Changed\n- Improved accuracy of the search for Assets and Scene Objects within the open project which is used for the \"Select in Editor\" button, Open in Search and Preview Image by constraining it to exact names.\n- Improved responsiveness of table item selection of Unity Objects (in any table) by switching the Assets and Scene Object search triggered by that selection to run async instead of synchronous.\n- The All Of Memory table now lists all individual allocation under Native > Unity Subsystem > UnsafeUtility to allow for checking the count and size of different allocations made via UnsafeUtility.\n- Selecting items in the Graphics category of the All Of Memory table, when they represent the GPU side of a Unity Object, now shows the details for that Unity Object."},"unity":"2022.3","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.2","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. 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The field inspector UI was trying to display the managed field values of static fields that hadn't been initialized.\n- Fixed Snapshot opening triggering a synchronous search via SearchService to initialize it for the Select, Find and Asset Preview functionality. As that could trigger SearchService to start indexing, this might have lead to longer stalls on opening snapshots.\n- Fixed string rendering when strings included the ´\\r´ character ([PROFB-113](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-113)).\n- Fixed a crash on opening snapshots with very large managed memory usage ([PROFB-156](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-156)).\n- Fixed messaging for resident memory breakdown data availability. Detailed resident memory breakdown data is available for snapshots taken from Unity versions 2023.1 or newer.\n- Fixed the Unity Object and All Of Memory table UI so that the table mode dropdown does not disappear in a narrow window size. ([PROFB-110](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-110))\n- Disabled resident memory visualization in \"Unity Objects\" and \"All of Memory\" tables for WebGL platform. WebGL doesn't provide residency status.\n- Fixed bug that detailed information isn't showed for graphics resources.\n- Fixed a bug when you can't switch snapshot if snapshot was previously open in compare mode.\n- Fixed a managed memory leak in the Memory Profiler Module UI that the package inserts into the Profiler Window ([PROFB-160](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-160)). Also reduced the impact of a Mesh memory leak caused by UI TK ([UUM-46520](https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-46520)).\n- Fixed the display of the memory usage bar diagrams in the Memory Profiler Module UI that the package inserts into the Profiler Window ([PRFOB-165](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-165)).\n- Fixed issue with Unity Objects view that caused some managed objects not to group and shown as separate items.\n\n### Changed\n- Documentation updated.\n- The \"Search In Project\" button now searches in the Assets folder _and_ in Packages (related to ([PROFB-54](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-54))).\n- Improved the performance of selecting items in the All Of Memory and Unity Objects tables for objects with managed memory. This affected in particular objects which have a lot of entries (their own or nested fields) displayed in their Managed Fields in the Selection Details panel. Beyond improving the performance in general, 'Continue...' entries, which can be clicked to get further entries added to the view, now not only appear in fields 4 layers down and for big arrays, but also after a total of 1000 field entries have been added to the view."},"type":"assets","unity":"2022.3","upmCi":{"footprint":"cd93a4459fb364382d240fe1f0eecccaf068c431"},"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.memoryprofiler.git","type":"git","revision":"47be1cbe15bee2afa97112f295495be33ade2491"},"relatedPackages":{"com.unity.memoryprofiler.tests":"1.1.0-pre.3"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.0-pre.3","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. 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Strings and char arrays additionally show their first characters after their address value. Entries for Unity Objects that had their native object destroyed further get the postfix \"(Leaked Shell)\" after their address.\n- Changed Unity Object comparison for same session comparisons to further distinguish Unity Objects by their Instance IDs, unless the table is flattened.\n- Improved Preview, Search and Select In Editor functionality, especially for Scene Objects.\n- Objects of types inheriting from MonoBehaviour or ScriptableObject are now grouped under their managed type name in the Unity Objects table.\n\n### Fixed\n- General layout improvements in details view.\n- Fixed missing allocators information in Native->Reserved breakdown in compare mode of the All of Memory view.\n- Fixed Managed Fields table to show details for struct data.\n- Searching the tables now correctly finds items by their type name or overarching group name.\n- Fixed Exceptions when opening snapshots with a managed heap bigger than 2 GB and contiguous managed heap sections bigger than 2 GB ([PROFB-41](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-41)).\n- Fixed IndexOutOfBoundsException when selecting Managed Type groups in the All Of Memory table if all instances are Leaked Shell objects.\n- Fixed a bug where the Select In Editor button was available, even though the selected object did not clearly refer to one particular item. Clicking the button could therefore select the wrong item. ([PROFB-54](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-54))\n- Fixed captures failing to save when the product name contained illegal characters ([PROFB-63](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-63)).\n- Fixed NullReferenceException when selecting a PrefabImporter in the the Unity Objects and All Of Memory tables ([PROFB-58](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-58))\n- Fixed Search in Editor button being enabled when nothing can be searched for ([PROFB-59](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-59)).\n- Fixed the issue that finding managed objects by their type was impossible ([PROFB-64](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-64)).\n- Fixed an IndexOutOfRangeException when inspecting the details of a managed object with a pointer to a native allocation that has no root name reported ([PROFB-66](https://issuetracker.unity3d.com/product/unity/issues/guid/PROFB-66))."},"type":"asset","unity":"2022.2","upmCi":{"footprint":"3fc7b0b49023fe5af95b36fc8e665bad12c5be18"},"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.memoryprofiler.git","type":"git","revision":"f51c52020e09113e9503daa8e6751173cf2545ef"},"relatedPackages":{"com.unity.memoryprofiler.tests":"1.1.0-exp.1"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/index.html","name":"com.unity.memoryprofiler","version":"1.1.0-exp.1","displayName":"Memory Profiler","description":"The Memory Profiler offers a unified solution allowing you to profile both small projects on mobile devices and big AAA projects on high end machines. 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