Comments (3)
首先,对于unity最重要的内存分析就是unity mono层的分析,如果做不到就不能说是能对unity引擎进行内存泄露的监控,显然这个框架readme有明显的抬高自身的情况
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内部有没有用可以自己去问,没必要在外部以没有一点技术含量的姿态和开发者沟通
如果看不懂readme可以问,看不懂代码可以去学习哈,mono内存去用另一款更简单的内部工具吧,这款有技术门槛,不建议您用
麻烦不要再*扰了
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PS
我不知道这位大哥,哪只眼睛看到我们的介绍有问题,unity引擎改法页再wiki了,就差把饭给大哥送到嘴里了:
Features
Profiler client supports Windows 10/7 and Mac OSX Mojave and newer.
Work with debuggable applications out of box.
Support attaching to running application.
Support multiple back-trace implementations.
Support profiling complex games by doing some mods with your game engine.
Support detecting c++ code memory leaks(Tested with Unreal Engine 4.26). 这条要是看不懂,我实在没办法了
Support profiling release build applications on rooted devices.
Multiple data view modes: tree map/call tree/memory fragmentation.
unity的mono泄漏和c++内存泄漏在底层完全就是两回事,我真的不想再给小白解释了,麻烦大哥别再提issue了,觉得我虚假宣传去内部bbs说把,看看谁对谁错,别在外面diuren了
就您这种人就是阻碍我们开源的最大源头
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Related Issues (20)
- captured 0 records HOT 1
- loli_profile可以定位出unity3d c#内存泄露代码吗? HOT 4
- 这个框架应该是夸大了它的能力,实际来看只能分析android原生场景的native内存泄露,对于unity是分析不了的,unreal的情况也抓不到任何数据 HOT 1
- 一直提示Connection lost,无法抓取数据 HOT 2
- 内存统计中的 anonymous 是什么含义? HOT 1
- Connection lost ... HOT 1
- Captured 0 records.
- UE4.27通过MallocBinned2.cpp不能跟踪 HOT 3
- 一直卡在loading 状态 HOT 3
- unity 2019.4解析不出来 HOT 4
- Cached 0 records. HOT 3
- 支持命令行调用吗 HOT 2
- captured 0 records:Error dlopen,试了好多设备都是如此 HOT 4
- unity 2019 "-fno-omit-frame-pointer" 选项可以做到debug包才生效吗? HOT 2
- macos 编译错误 HOT 7
- 能否对MarkTime操作做一些优化 HOT 1
- 无法进行连接上设备Connection lost HOT 1
- 不能Launch只能Attach HOT 1
- 一直卡主注入so HOT 2
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