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Fixed in 2021.3.27f1
Fixed in 2021.3.X, 2022.3.X, 2023.1.X, 2023.2.X, 2023.2.0a12
Votes
3
Found in
2021.3.22f1
2022.2.12f1
2022.3.0f1
2023.1.0b9
2023.2.0a9
Issue ID
UUM-32183
Regression
No
GC Alloc when using Graphics.RenderMeshInstanced
Reproduction steps:
1. Open the attached project "RenderMeshInstanced_ArgumentException"
2. Open "SampleScene"
3. Enable Deep Profile in the Profiler window
4. Enter Play mode, wait for the grass to load in the Game view
5. Select a frame in the CPU Usage module of the Profiler window
6. Sort by GC Alloc
Expected result: there is no GC Alloc
Actual result: there is 89.4 KB of GC Alloc under PlayerLoop>Update.ScriptRunBehaviourUpdate>BehaviourUpdate>GrassGPUInstancing.Update>Graphics.RenclerMeshInslanced>RenderInstancedDataLayout..ctor>Marshal.OffsetOf
Reproducible with: 2021.3.22f1, 2022.2.12f1, 2023.1.0b9, 2023.2.0a9
Could not test with: 2020.3.46f1 (compilation errors)
Reproducible on: macOS 13.2.1 (Intel), Windows 11 (user's)
Workaround: also using "if (!(t == typeof (Matrix4x4)))" for "prevObjectToWorld" and "renderingLayerMask" as it is already done for "objectToWorld"
Note: forum further discussing the issue https://forum.unity.com/threads/graphics-rendermeshinstanced-generates-gc-and-is-slower-than-graphics-drawmeshinstanced.1367628/#post-8632140
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Resolution Note (fix version 2023.1):
Fixed: Provide a way to avoid GC.Alloc with RenderMeshInstanced
Resolution Note (fix version 2022.3):
Fixed: Provide a way to avoid GC.Alloc with RenderMeshInstanced
Resolution Note (fix version 2021.3):
Fixed: Provide a way to avoid GC.Alloc with RenderMeshInstanced