Device Disk Cache
A game that loads Remote content writes the verified bytes to a disk cache on the device, so updated assets load without the network on the next launch. Left alone that cache only grows: every update leaves the previous revision’s files behind. The Profiler’s Device disk cache section shows what is stored, what is safe to remove, and cleans it down to a budget — without ever deleting a revision the game may still need.
Where the cache exists
Section titled “Where the cache exists”| Target | Disk cache |
|---|---|
| Desktop | Managed — it can be listed, measured and cleaned. |
| Mini-games, Native (iOS / Android) | Managed when the host’s file API can list and delete files; otherwise storage only (below). |
| Web | None. The next launch refetches from the CDN. |
The section reports which of three states the connected host is in:
- Managed — the full controls below.
- Storage only — the host stores cache bytes but cannot list or safely delete them, so usage is not available.
- Unavailable — the platform has no managed disk cache.
Opening it
Section titled “Opening it”Connect a device (see Hot update), open the Profiler, and set Profiler source to Device. The Device disk cache section appears under the device’s controls. It reads once when you pick the device; a directory scan is too expensive to poll, so use Rescan to refresh it.
What it shows
Section titled “What it shows”One summary line:
Resources used · protected protected · reclaimable free · index index
- Resources — bytes of cached assets on disk.
- Protected — bytes the game may still need: files that belong to a protected version, plus files whose owner is unknown.
- Reclaimable — everything else; the only bytes a cleanup can free.
- Index — the cache’s own bookkeeping file, counted separately.
Below it, one row per version the cache knows, with its revision, why it is kept and how many of its files are missing from disk:
| Label | Meaning |
|---|---|
| Current | The revision the game is running on. |
| Pending | An update that was found and staged, not yet committed. |
| Rollback | The previous revision, kept so a failed update can fall back. |
| Next launch / Retained | A revision you chose to keep. |
| Old version | Nothing protects it — its files are reclaimable. |
Files with unknown ownership (from before the cache tracked them) are protected until a verified write establishes what they are, and saves are always excluded from cleanup.
Keeping a version
Section titled “Keeping a version”On the running build’s own versions, Keep version reserves a revision — say the build QA is testing — so advancing the current/rollback pair cannot release it. Release reservation gives it back. Retention is stored apart from the automatic protection, so an update never silently drops a revision you kept.
Cleaning to a budget
Section titled “Cleaning to a budget”- Set Resource budget in MiB (default 128).
- Preview cleanup — shows how many files would be released and how many bytes, deleting nothing.
- Clean unprotected resources — deletes them, least recently used first, until the cache fits the budget, and reports the bytes released and any deletions that failed.
Only unprotected files are ever candidates. If the protected files alone exceed the budget the panel says so and keeps them — the budget is a target, never a reason to delete a version the game needs. If the cleanup freed space but could not store the updated index, it says so; the next scan reconciles it.