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Fixed in 2022.1.X

Votes

0

Found in

2018.4

2019.4

2020.3

2020.3.12f1

2021.1

2021.2

2022.1

Issue ID

1344305

Regression

No

[Mobile][Profiler] Texture memory not reported correctly in the Profiler for textures instantiated using Addressables

Profiling

-

Reproduction steps:
1. Open the attached project "Addressables Memory Not Reported Repro.zip"
2. Open the Scene "SampleScene"
3. Window -> Asset Management -> Addressables -> Groups -> Build -> New Build -> Default Build Script
4. In Build Settings attach the Profiler
5. Build and Run

Expected result: The Profiler should show Texture memory usage at around 400 MB
Actual result: The Profiler is showing Texture memory usage below 200 MB (In every Unity version it is different)

Reproducible with: 2018.4.36f1, 2019.4.28f1, 2020.3.14f1, 2021.1.14f1, 2021.2.0b1, 2022.1.0a1

Reproducible with:
VLNQA00277, Asus ROG Phone, Android: 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00030, Lge LG G2, Android: 4.4.2, CPU: Snapdragon 800 MSM8974, GPU: Adreno (TM) 330
VLNQA00006, Samsung Galaxy S7, Android: 8.0.0, CPU: Exynos 8 Octa 8890, GPU: Mali-T880
VLNQA00121, Samsung Galaxy S9, Android: 9, CPU: Exynos 9 Series 9810, GPU: Mali-G72
iPad 9.7" 6th gen (14.4)
iPad Air 2 (11.0.3)
iPhone XR (13.4.1)
iPhone 8 Plus (14.4.2)
Windows 10, using Vulkan

Notes:
- Profiling Windows Standalone, using DirectX11, Texture memory showed as 400 MB
- Using Android Studio Profiler, Graphics memory takes up 500+ MB

  1. Resolution Note (fix version 2022.1):

    Fixed in 2022.1.0a7

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