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By Design

By Design in 6000.6.X

Votes

20

Found in

6000.3.15f1

6000.4.6f1

6000.5.0b8

6000.6.0a5

Issue ID

UUM-142399

Regression

Yes

Huge memory allocations when TMP dynamically adds glyphs from AssetBundle fonts

Text (TextMeshPro)

-

Reproduction steps:

  1. Open the attached “IN-142708” project
  2. In Build settings, enable “Development build”
  3. Build and Run the Android Player
  4. In the Player, tap on “Fonts from Bundle”
  5. Capture a memory snapshot of the Android Player
  6. Compare the snapshot named “unity6000.3.3f1_bundle” from the Session 1 to the latest snapshot, in the All of Memory tab

Actual results: A “Font Engine” entry can be found under Native > Unity Subsystems
Expected results: No “Font Engine” entry under Native > Unity Subsystems

Reproducible with: 6000.3.5f1, 6000.3.15f1, 6000.4.6f1, 6000.5.0b8, 6000.6.0a5
Not reproducible with: 6000.3.4f1
Couldn’t test with: 6000.0.75f1 (Couldn’t downgrade project)

Testing environment: macOS 26.4.1

Reproducible with these devices:
VLNQA00521 - Galaxy S22 Ultra USA (SM-S908U), CPU: Snapdragon 8 Gen 1 (SM8450), GPU: Adreno 730, OS: 14
VLNQA00641 - Google Pixel 9 (Pixel 9), CPU: -, GPU: Mali-G715, OS: 16

Couldn’t test with these devices:
VLNQA00634 - iPhone 15 Plus (MU0Y3QN/A), CPU: Apple A16 Bionic, OS: 26.3 (Project not compatible with iOS)

Note: Memory allocation size depends on font, especially severe with large Asian/CJK fonts (Chinese, Japanese, Korean)

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. FontEngine allocations always existed, but have only become visible in the Memory Profiler in recent versions (since 6000.3.5f1). We understand this may differ from your expectations or workflow.

    We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements.

  2. Resolution Note (6000.6.X):

    Thank you for reporting a bug to Unity.

    After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. FontEngine allocations always existed, but have only become visible in the Memory Profiler in recent versions (since 6000.3.5f1). We understand this may differ from your expectations or workflow.

    We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements.

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