Search Issue Tracker
Won't Fix
Votes
1
Found in
2017.4.19f1
2018.1.0b1
Issue ID
1122073
Regression
Yes
[iOS] Unity consumes more memory when allocating meshes starting from 2018.1.0b1
To reproduce:
1. Open attached project "MemTest.zip"
2. Build for iOS
3. Deploy the Xcode project to the iOS device
Expected result: in the newer Unity versions the mesh count is the same as in the older versions of Unity
Actual result: the mesh count is lower than on older versions of Unity
Reproduced on:
2018.1.0b1 2018.3.4f1 2019.1.0a15 2019.2.0a2
Not reproduced on:
2017.4.19f1 2018.1.0a7
Device reproduced on:
iPhone 8 Plus iOS 12.1.2
Device not reproduced on:
iPhone 8 Plus iOS 11.0
Results:
2017.4.19f1
iOS 12.1.2 - 559000
iOS 11.0 - 559000
2018.1.0a7
iOS 12.1.2 - 559000
iOS 11.0 - 559000
2018.1.0b1
iOS 12.1.2 - 547250
iOS 11.0 - 559000
2018.3.4f1
iOS 12.1.2 - 533000
iOS 11.0 -559000
2019.1.0a15
iOS 12.1.2 - 519000
iOS 11.0 - 538000
2019.2.0a2
iOS 12.1.2 - 525500
iOS 11.0 - 550500
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
Resolution Note (2018.3.X):
The rise in reported memory consumption is mostly due to an iOS memory under-reporting issue that Apple fixed.
Regarding the 2% to 5% decrease in mesh count, it was conscious trade-off to introduce one additional mapping field in order to considerably speed up the lookup time to find objects of a given type in large projects and scenes with large object counts.