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Fixed in 2022.2.X

Votes

7

Found in

2018.4

2019.4

2020.3

2021.1

2021.1.5f1

2021.2

Issue ID

1334548

Regression

No

GFX memory usage in editor is significantly higher than in player when updating Canvas Renderer's meshes with setMesh

uGUI

-

Reproduction steps:
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

  1. 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.

Comments (1)

  1. Tapuzi

    Jun 12, 2021 17:30

    Best issue on this site

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