long 保留池中未使用的内存量。如果 Profiler 不可用,则返回 0。
当需要分配内存时,Unity 会在池中分配内存供其使用。此函数会返回这些池中未使用的内存量。
using UnityEngine; using UnityEngine.Profiling;
public class Example : MonoBehaviour { void Update() { Debug.Log("Total Reserved memory by Unity: " + Profiler.GetTotalReservedMemoryLong() + "Bytes"); Debug.Log("- Allocated memory by Unity: " + Profiler.GetTotalAllocatedMemoryLong() + "Bytes"); Debug.Log("- Reserved but not allocated: " + Profiler.GetTotalUnusedReservedMemoryLong() + "Bytes"); } }