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Fixed in 2022.2.X
GFX memory usage in editor is significantly higher than in player when updating Canvas Renderer's meshes with setMesh
1. Open the attached project ("case_1334548.zip")
2. Open the "SetMeshScene" scene: Project window > Assets > "SetMeshScene.unity"
3. Open the Profiler window: Window > Analysis > Profiler
4. In the editor, click play, and wait for 15-45s
5. Inspect the Profiler window, Memory tab
Expected result: The GFX memory (RAM) usage in editor should be reasonably close to memory usage in player
Actual result: The GFX memory (RAM) usage reaches 2.5GB in editor, while in player - 9.8MB
Reproducible with: 2018.4.35f1, 2019.4.28f1, 2020.3.11f1, 2021.1.10f1, 2021.2.0a19
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Errors are thrown after redoing Nested Prefab Variant creation
- Documentation Link does not work when the "VFX Condition" question mark button is clicked
- Documentation Link does not work when the "Spawn State" question mark button is clicked
- Darker lighting in Build when disabling SSAO at runtime
- Animation glitches when using animation layering with base layer transition interruption
Resolution Note (fix version 2022.2):
Fixed in 2022.2.0a17
This is caused by the UI profiler capturing every frame. It holds onto the graphics buffers (by design) which means that when SetMesh is called a new buffer needs to be created each time. This increase should slow down once the max number of profiler frames is captured however there is a bug with the profiler Clear button is not clearing the captured frames which we fixed.