A memory tracking category.
- Items
- 24
- Uses
- 1
Items24
- General data that doesn't have any categorization. This could be due to either internal reasons, or because it simply isn't being tracked categorically.
- A cache of HTTP responses.
- All the Instances present in memory.
- Events, signals, connections, etc.
- All of the data in Luau, including everything happening in core scripts, built-in data types, etc.
- All memory being manipulated and referenced by scripts.
- Collision detection in the
Workspace. - 3D parts used for simulation.
Legacy names:
PhysicsParts - Rendering solid models (stuff made with Union, Negate, etc.).
- Rendering of mesh parts.
- Rendering of particles from ParticleEmitters.
- Rendering of regular parts.
- Spatial hash lookup tables of the game world that are used for rendering.
- Rendering of terrain geometry.
- Rendering of textures in the game world.
- Rendering of texture composition maps that are generated for Humanoids.
- Data of sounds in-game.
- Playback of sounds in-game.
- Occupancy/Material data of the Terrain.
- Gui element data and rendering.
- Playback of Animations on Humanoids and AnimationControllers.
- Geometry mesh data for CSG objects such as
UnionOperationandPartOperation. - Rendering memory for SLIM (streamed level-of-detail instance mesh) model data.