![]() Please note, that this gauge shows only what is currently present in the open scene. Using more identical objects is better than using fewer unique ones so using one hundred items of the same type will consume less memory than having 5 different items.Īlso the larger your map is, the more memory it requires (given that it contains terrain). The rule of thumb when trying to save memory is - simpler objects (like building blocks, game objects) take less memory than sophisticated objects (like NPCs, animals etc.). Going in yellow means potential problems and you shouldn't definitely be in red. To make sure your game won't be terminated by the device's operating system when it consumes more memory than allowed you should watch the memory gauge in the lower-left corner of the screen in the Editor (or click it to see more information). You won't run into memory problems on PC, but you surely can when running your game on mobile devices. The better job you do, the more devices (and therefore players) will be able to play your game. Even though players can affect visual details ingame to make the game run better it is up to you to optimize it as best as you can. There is an extreme range of mobile devices from super slow ones to ones that can almost compete with computers. Making a game that runs well enough even on mobiles can be tricky. The tradeoff is obvious - your game can reach substantially fewer players. Every decent PC has enough power to run rather complex games so even poorly optimized games usually run quite well. If your game is meant to run only on PCs, then you definitely have it easier. PC only and Universal (PC + mobile phones).
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