iOS runtime memory tracking


  • You need to get the runtime memory reported by iOS.
  • Your app crashes after running out of memory.
  • You are getting memory warnings.


You can get the value for all the memory reserved by the application via scripting and send it back to your managed code.

Using Xcode’s Instruments > Activity Monitor, you can find the memory reserved by the application in the Real Memory column.

Use this information to analyze your memory on runtime in all the game’s Scenes and on different devices.

You can also implement a native plugin to send this information to your server and analyze the memory from the user’s gameplay session.

Follow the steps below to get the memory information to Unity:

1. Create a native plugin with a function that sends the information back to managed C# code. Place this file under Assets/Plugins/iOS to be included in the Project.

#include <mach/mach.h>
extern "C"
    int Report_memory(void)
        struct task_basic_info info;
        mach_msg_type_number_t size = sizeof(info);
        kern_return_t kerr = task_info(mach_task_self(),

        if( kerr == KERN_SUCCESS )
            return (int)info.resident_size/1024/1024;
            return 0;

2. Create a MonoBehaviour script that calls the native iOS plugins to get the memory report.

float deviceRealMemory
[DllImport ("__Internal")]
private static extern int Report_memory();
IEnumerator GetMemoryIOS()
        deviceRealMemory = Report_memory ();

More Information

For more information, see the following documentation:

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