Engineering • Performance

Unity Memory Management on Android: The Survival Guide

Written by Sudhishkumar K • Dec 2026 • 25 Min Read

If you are developing for PC, you probably rarely worry about memory. A standard gaming PC has 16GB or 32GB of RAM. If your game leaks 100MB, nobody notices.

On Android, you are fighting for scraps.

A "Budget" Android device in 2026 might advertise 3GB of RAM. However, the Operating System takes 1GB. Background apps (WhatsApp, Instagram, Services) take another 1GB. You are left with less than 1GB. If you exceed this limit by a single byte, the Android Low Memory Killer (LMK) daemon steps in and kills your app instantly. No error message. No "Out of Memory" exception. Just a hard crash to the home screen.

At Boomie Studio, we target low-end devices to reach the massive markets in Brazil, India, and SEA. This guide is a collection of every hard lesson we learned about memory optimization in Unity.

1. The Two Heaps: Native vs. Managed

To fix memory, you must understand where it lives. Unity has two distinct memory spaces.

1. The Managed Heap (Mono/IL2CPP)

This is your C# code. `List<T>`, `String`, `MyClass`. This memory is cleaned automatically by the Garbage Collector (GC). It is usually small (20MB - 100MB), but it causes CPU spikes when cleaned.

2. The Native Heap (C++)

This is Unity's engine memory. Textures, Meshes, Audio Clips, Shaders. This memory is NOT managed by the GC. It is managed by `Resources.UnloadUnusedAssets()` or Addressables. This is usually huge (200MB - 1GB).

The Golden Rule: Optimize the Managed Heap to save CPU (Frame Rate). Optimize the Native Heap to save RAM (Crashes).

2. The Garbage Collector (GC): The Silent Killer

In C#, when you create a `new` object inside `Update()`, you are allocating memory. When you stop using it, it becomes "Garbage."

The GC is a janitor. When the heap gets full, the janitor stops the world (pauses your game), walks through every single object to see if it's trash, and deletes it. On a mobile phone, this can freeze the game for 50ms to 200ms. We call these "GC Spikes."

Common GC Traps

A. String Concatenation

Strings are immutable. Every time you change one, you make a new one.


// BAD CODE: Run inside Update()
void Update() {
    // Allocates memory 60 times a second!
    scoreText.text = "Score: " + player.score; 
}
            

The Fix: Only update the text when the score actually changes. Or use a `StringBuilder`.

B. LINQ and Closures

LINQ (`.Where()`, `.Select()`) is beautiful code, but it allocates memory invisibly. Never use LINQ in the `Update()` loop of a mobile game. Use simple `for` loops instead.

C. Object Pooling

Never use `Instantiate` and `Destroy` for bullets or particles. Creating and destroying memory fragments the heap.
Solution: Create a pool of 100 bullets at start. Enable them when fired, Disable them when hitting a wall. Reuse the same memory forever.

3. Texture Compression: The Native Heap Eater

Your background image might be a 2MB JPEG on disk. But the GPU cannot read JPEGs. It must uncompress the image into raw pixel data.
A 4K texture (RGBA 32-bit) takes up exactly 64MB of VRAM. It doesn't matter if the file size is small; the pixel count dictates the RAM usage.

Use Hardware Compression

You must compress textures so they stay compressed in RAM.

Format Quality Size (4K Texture) Use Case
RGBA 32-bit Perfect 64 MB Never use on mobile.
ASTC 4x4 High 21 MB UI Elements, Hero Characters.
ASTC 6x6 Medium 8 MB Environment, Props.
ASTC 8x8 Low 4 MB Backgrounds, VFX.

Action Item: Go through every texture in your project. Set the Android override to ASTC. If it's a blurry background, use ASTC 8x8. You will save hundreds of megabytes instantly.

4. Audio: The Hidden Bloat

Audio handling in Unity defaults to "Decompress on Load." This is dangerous for music.

5. The Addressables System

If you have a game with 100 levels, do not reference every prefab in your "Main Menu" scene. If you do, Unity will load ALL assets for ALL levels into memory immediately.

Use the Addressables package. This allows you to load assets by reference (String) only when needed.


// Load the level asynchronously
Addressables.LoadAssetAsync<GameObject>("Level1_Prefab").Completed += handle => {
    // Instantiate ONLY now
    Instantiate(handle.Result);
};

// When finished
Addressables.Release(handle); // Removes it from memory instantly
            

6. Profiling: Don't Guess, Measure

You cannot optimize what you cannot measure. The standard Unity Profiler is good for CPU, but for RAM, you need the Memory Profiler Package.

1. Install `com.unity.memoryprofiler`.
2. Build your game to an Android device (Development Build checked).
3. Connect via USB or Wi-Fi.
4. Click "Capture."

It will generate a "Treemap" visual. The big squares are your memory hogs. Usually, you will find a massive texture you forgot to compress, or a "Shader Variant" collection that includes 10,000 shaders you aren't using.

Conclusion

Memory management on mobile is an art of sacrifice. You cannot have 4K textures, uncompressed audio, and high-poly meshes all at once.

Start with Texture Compression (ASTC). Then move to Audio settings. Finally, audit your code for GC allocations. If you follow these steps, your game will run smoothly on a $100 phone, opening up millions of potential players for your studio.


Optimization Checklist